Talk:2023-08-31 Livestream

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Intro

  • 00:00
Hello and welcome, glorious
  • 00:20
varans. Hello! I hope that you are just as excited as we are for August development update.
  • 00:26
We have quite a doozy. Buckle in, make sure you hydrate, go get your water now, get some coffee if
  • 00:34
you need it, because it's gonna be a long one. How are you doing, Steven? I am doing very good.
  • 00:42
How are you doing? I'm doing great. I'm moved in, I got my wedding venue locked in,
  • 00:49
life is great, work is good. I know. I gotta admit, I don't normally get nervous for our
  • 01:00
live streams. I really enjoy them, right? Honestly. But this is a topic that we haven't touched for
  • 01:08
a while. And, you know, there's a lot of updates and I think it's exciting and I think the community
  • 01:14
is gonna enjoy it. But like you said, this is gonna be a long one. Probably you guys can expect
  • 01:18
that this stream will last around two hours. So, like Margaret said, make sure you have some snacks,
  • 01:24
make sure you pace yourself, get up and stretch, move your legs, you know, you gotta stay healthy
  • 01:29
during this time. Yeah. Or get one of those like little treadmill things that you walk at your
  • 01:34
desk with. I need one. But yeah, it's gonna be a good long one for you all, so stay tuned.
  • 01:43
But obviously you can see below here, our run of show, we have some quick reminders that we're

Reminders

  • 01:48
gonna go through. Then we're gonna get right into the Node Village updates and then studio updates
  • 01:53
and then Q&A. So, it's gonna be a tight one. Exciting! Yeah! And we will be having a whole
  • 02:00
bunch of people joining us today, so it's gonna be exciting. Yeah, I think we have, what, five
  • 02:06
developers that are joining us today, right? Roughly, I think, yeah. Three, four, five, yeah.
  • 02:12
Maths are hard on the fly. But we'll do quick updates. So, quick updates. First and foremost,
  • 02:20
we've got our YouTube spotlight comment, and this one comes from Slender MMO, or if that's
  • 02:26
Leetspeak, S-L-3-N-D-E-R. And they want to know, is the development team moving away from action?
  • 02:34
This is the wrong scene, sorry. That's the wrong slide. It's the wrong one. I thought I grabbed
  • 02:41
the other one. Well, I will grab the right one in a moment. But the question is, is the development
  • 02:47
team moving away from action combat, or is action combat more prevalent with the melee classes and
  • 02:53
the healing slash range classes are more tab target other than AoE spells? And we have had people
  • 03:00
asking me about this as we've had the cleric update. Obviously, with the cleric, it's a little
  • 03:04
harder to show tab target in action combat because it's healing oriented. For sure. Well,
  • 03:11
so to answer that question, we have not moved away from our hybrid approach to the development of
  • 03:17
Ashes of Creation's combat. And specifically, to reiterate, that approach is incorporating elements
  • 03:24
of skill shots, fast and reactive gameplay that is situationally relevant and incorporates the
  • 03:32
camera mode of both tab targeting as well as action combat reticle. That's something that
  • 03:38
is still in progress. We haven't moved away from that. However, to note, our approach of that
  • 03:45
hybridization is going to incorporate things like templated skill shots, directionally relevant,
  • 03:54
activated abilities, along with the ability to dodge, to roll projectiles that can impact collision.
  • 04:02
Those are elements of action combat that are present. Now, when we talk about tempo or pacing
  • 04:07
of the combat, we are not going to be as fast paced. And as you've been seeing updates from
  • 04:14
the development of our archetypes and our classes, we are not going to be as fast paced as some of
  • 04:19
the more twitch oriented combat styles of some action MMOs or some action combat systems. It's
  • 04:26
meant to be a blend between the two. And in that regard, for tab targeting purposes, it needs to
  • 04:34
live comfortably with each other. So that's probably what you're seeing. The opportunity
  • 04:40
to utilize the reticle based combat mode is still available. Designs are taking that into account.
  • 04:46
And that is our direction for the foreseeable future.
  • 04:52
Awesome. Awesome. Then next up in our announcements here, we do have
  • 04:59
a discussion round. Stephen will be joining a whole slew of people over on Yokai Theater's
  • 05:09
channel. You've seen a few of these interviews in the past. They're always good fun. I know that
  • 05:15
these folks have been working very hard on getting everything set up so that we hope that you all
  • 05:21
enjoyed as well. Yeah, that's exciting. Anything you want to mention on that, Bren? Well, I have
  • 05:26
been on that one before, haven't I? I've been on this one. This is my second time. I think they're
  • 05:31
going to have a different cast with them. Nice. Yeah, I'm excited for that. That's going to be fun.
  • 05:38
When is that? That's September 10th? Yeah, September 10th at 12 PM Pacific. So definitely
  • 05:44
tune in. So make sure you guys get some questions in for that. I think they're collecting questions.
  • 05:48
They're pretty good at making sure no repeats. They've been around for a little while. Now
  • 05:53
you're putting pressure on them. Oh no, called it out. We do have a bunch of social that has gone
  • 06:02
off for this too. So if you don't mind heading on over, retweeting, sharing, spreading some love,
  • 06:09
that would be wonderful. Awesome. And we have a new dev discussion. This one is about roleplay.
  • 06:16
And I know there's a bunch of y'all out there who are interested in that stuff. Definitely
  • 06:21
head on over and tell us, or not roleplay, in-game content. Roleplay was last time. In-game content.
  • 06:27
What we want to know is what are you looking forward to most in-game examples, maybe a game
  • 06:34
system specifically, a fantasy you hope to carry out, or a specific activity with players? So
  • 06:40
definitely go tell us what kind of content you want to see in-game as our content team is creating
  • 06:46
things. Now what if your favorite in-game content is roleplaying? That could be it. We just did a
  • 06:54
report on roleplay. That's why it's like in my mind. That was our last dev discussion that we did
  • 06:58
before. But you can still go give us feedback on that if you have thoughts. Or if roleplay is your
  • 07:03
favorite part of content, feel free to add it into that as well. The more information, the better.
  • 07:10
And also we do have our next one is going to be coming up. It's going to be about your favorite
  • 07:14
is going to be coming up. It's going to be about your dream node. So if there's things that you
  • 07:18
would like to see in nodes, especially after you watch today's stream, tell us all the things because
  • 07:24
we are curious. We would love to know. And the last thing I have to share with you all today
  • 07:31
is about the cosmetics. We do have the none-forgotten cosmetics that we'll be swapping
  • 07:36
over on September 13th at 11am Pacific. And with that reminder that the September pack that is
  • 07:43
coming up is going to be the final pre-order packs. We do have an FAQ on the August one right now if
  • 07:49
you want to read that. But the final dates and things like that for the September pack will be
  • 07:54
in the September FAQ. So keep your eye out on that. And if you have additional questions, let us know
  • 08:00
and we'll try to make sure those are covered as well. And I do want to comment just real quick on
  • 08:06
this. For those of you who are feeling FOMO about the packs being discontinued, that is not the
  • 08:12
intent and purpose for discontinuing the pre-order packs for Alpha 2. We still have a lot of testing
  • 08:17
that we need to do and we have a significant number of players that we are anticipating
  • 08:22
and who have already pre-ordered for Alpha 2. And before we potentially open up again
  • 08:29
people to have access to purchase into Alpha 2, we need to vet some things regarding concurrencies
  • 08:36
and total player counts. And feeling very confident in that, so I want to give the forewarning that
  • 08:41
if you do not participate in purchasing pre-order packages for Alpha 2, there may be an opportunity
  • 08:46
to do that again in the future. So don't walk away from this feeling like you're
  • 08:51
definitely going to miss out if you don't participate in the pre-order packs. But next
  • 08:54
month we will be discontinuing them and we'll have some more information on that coming up as
  • 09:00
Margaret said in the September info. Yeah and keeping in mind that we'll have giveaways and
  • 09:05
things like that for Alpha 2 access. So even if you aren't able to purchase, I know some people are
  • 09:09
like, well I can't even afford that. So we understand. We're going to have some other ways
  • 09:13
for you to get involved to just stay tuned for those things. You know Extra Lives coming up soon
  • 09:18
too, so keep that in mind. That's a good announcement of an announcement. But you all know,
  • 09:23
we partake in that every year. And the other thing is that I know that people are like,
  • 09:29
oh they're showing off all this content and we're getting, packs are closing, so that must be
  • 09:35
Alpha 2 is really close. As Stephen has stated in the past, it is not right around the corner,
  • 09:41
but it's not years away. So keep that in mind and set that precedent with yourself and expectation.
  • 09:48
Don't get too excited because I know people. You can get excited, don't get too hype. Excitement
  • 09:54
is fine. Don't get disappointed. Yes exactly. No, we don't mind your excitement. And just to be clear,
  • 10:00
I want to touch on that real quick as well. Alpha 2 is something we are working very hard towards,
  • 10:06
and we will continue to update you on that progress as we normally do every month with
  • 10:10
these showcases, giving you guys insight into the development of things. You get to see in real time
  • 10:16
how things are progressing and what the world is looking like and how the game is feeling.
  • 10:20
That's the whole purpose of this, to collect that feedback. So don't feel pressured. We understand
  • 10:25
it. We're players too. We don't like that stuff. And that's why we took this transparent process.
  • 10:30
Yeah. And we mentioned in our FAQ too that we want to make sure that the experience for Alpha 2 folks
  • 10:36
is at a stage that we're very happy with. That server performance is good. That client performance
  • 10:41
is good. In order to ensure that, we need to make sure that we can support the amount of players
  • 10:45
that are currently part of Alpha 2 and then any additional players that we would want beyond that.
  • 10:50
Absolutely. All right. Well, with that, we're going to get into our note update,

Village Node Update

  • 10:57
but that means we're going to also invite some other folks in a moment here. But I know that,
  • 11:00
Stephen, you wanted to do some prefaces. Yes. This first segment of this is going to be
  • 11:06
a slideshow oriented thing, similar to what we did with the free holds, and people seem to like that.
  • 11:11
Yeah. Yes, exactly. So we got a lot of positive feedback with the free holds presentation,
  • 11:16
specifically as it related to having that kind of PowerPoint slide oriented.
  • 11:21
Anytime, and I think I talked about this in the past, but anytime you have very detail oriented
  • 11:28
systems design, it's easy to kind of get lost in the details. People run off on tangents. Well,
  • 11:34
what about this? How are you going to solve this? How are you going to solve this? And that a lot
  • 11:39
of times is the discussion that we have in a development setting or in a design room conversation.
  • 11:44
But we can't capture all of that nuance in a single live stream about some of these systems
  • 11:51
just because of how big they are. We'd be sitting in a six hour thing.
  • 11:56
Yeah, that's why we have literally hundreds of hours of conversations recorded on the development
  • 12:02
side during this development process that we record all of our internal meetings and our
  • 12:06
internal dialogues for posterity's sake and afterwards so that we can talk about what it
  • 12:10
took to build this game and have kind of presences and conversations with the people who are
  • 12:14
involved in these kind of presentations about that. But there's a lot there and we have to
  • 12:20
condense that down to something that's digestible, right? And something that can be not just relevant
  • 12:26
to a core audience like you all are who are tuning into this development update, but also to the
  • 12:32
audiences that exist out there who are a bit detached from the process and rightfully so,
  • 12:36
they're not interested in following development journeys, which is totally acceptable, but it has
  • 12:41
to be a part of them as well. And so to that degree, based on how successful you guys responded
  • 12:48
to the Freeholds presentation, we are going to preface this video with a little bit of a slide
  • 12:55
presentation and incorporate some of our design team to have that discussion. And the intended
  • 13:00
purpose of this portion is to reaffirm previous designs that were captured and understood by the
  • 13:09
community through the amazing Wiki that is upkept by Lex. And that will reaffirm some of those
  • 13:16
designs, but it will also introduce to you a few new designs that we have picked up along the way
  • 13:22
and adjusted in order to accommodate some of the more fleshed out systems as we approached them
  • 13:29
over the course of the last year and a half. So during this-
  • 13:32
Yeah, slide one is going to be that we've canceled nodes.
  • 13:34
No, I'm just kidding.
  • 13:36
Exactly. It's all curated. There's no world design. No, I'm just kidding.
  • 13:39
No, it's no longer dynamic. No, I'm just kidding. I'd like to troll you all. Well,
  • 13:43
with that, I'm going to switch over to that and bring in some new folks to join us.
  • 13:49
So give me a moment. These slides will also be available to you all via the article that we're
  • 13:56
going to post. So if you, I know it's hard to read and you're like, is this text for ants? Sometimes.
  • 14:02
What is this? A slideshow for ants?
  • 14:06
Yes. All right. Welcome.
  • 14:11
I'm excited.
  • 14:12
Yeah.
  • 14:12
What up, gamers?
  • 14:13
So with us are two new folks. Some of them you've heard their voices before. Actually,
  • 14:18
both of them, you've heard both of their voices. So I'll give you guys a moment to introduce
  • 14:22
yourselves once again. We've got Dr. Bucky.
  • 14:27
Dr. Bucky.
  • 14:28
You want to talk about who you are, what you do here at Intrepid? Yeah. So hi, everyone. I'm
  • 14:33
Bucky. I've been on the last couple of live streams, but I'm a gameplay designer here at
  • 14:37
Intrepid and working a lot with the systems team, flesh not only systems, the nodes and
  • 14:41
get them all working, but also work a bit with combat as well. Yeah.
  • 14:45
Yeah. You get the best of both worlds there between combat and nodes.
  • 14:48
Yeah.
  • 14:49
You see my fingers and all the designs.
  • 14:50
Some of Bucky's, like when you were doing the node simulation stuff, too, they've seen some of
  • 14:56
this. Yeah, that's right. Which has been pretty cool. Bucky's a jack of all trades. Very. We
  • 15:02
enjoy you, Bucky. Stay with us. And of course, we've got the juice, the juiceto Chris. Tell us
  • 15:09
a little bit about you and what you do here at Intrepid. Yeah. Hi, I'm a senior game designer
  • 15:14
here at Intrepid and I live in node land. It's where I, it's what I live and breathe.
  • 15:21
Yes, Chris is my right hand node man when it comes to understanding everything he has. He
  • 15:28
has digested and regurgitated and digested again. Everything nodes.
  • 15:34
All right. Well, if you guys are all good and we're Gucci, let's head on over to nodes. The
  • 15:41
first segment here we're going to go over is all about citizenship. So I'll hand it over to you,
  • 15:49
Chris. Yeah, so citizenship is kind of aside from nodes existing, one of the most important parts,
  • 15:57
right? So you as a player will get to become a citizen of these nodes. You're going to need to
  • 16:04
acquire some form of housing to be able to do that within that node's jurisdiction. It's zone of
  • 16:09
influence. Those forms of housing can be an in an apartment, a static housing or a freehold.
  • 16:16
The static housing is, go ahead, Steven. I was just going to say and pointing out specifically
  • 16:22
ins is something that most players probably and most in our community have not either heard before
  • 16:27
or did not get elaborated a bit. Do you want to talk to us a little bit about the intent and
  • 16:32
purpose behind why we introduced ins as an option? Yeah, ins are intended to be our most kind of
  • 16:38
accessible form of housing so that one players will be able to become citizens should they desire
  • 16:46
to add in an accessible way because the other forms of housing are fairly limited. Yes, yeah.
  • 16:53
And ins are something that are also sorry, I was just going to say ins are something that are also
  • 16:58
available even around the starting areas before you have an opportunity to go out into the node
  • 17:03
zones as well, and it provides players with additional storage. They have some limited
  • 17:08
furniture application that are on a per room basis, depending on the type of room you rent at
  • 17:14
an inn. That's possible as well, but citizenship, as you said, is one of the most foundational
  • 17:20
aspects of Ashes of Creation, right? You're expected to be a citizen at a node somewhere,
  • 17:25
and you cannot be a citizen at all nodes all the time, right? Yeah, so you know you're going to
  • 17:32
have to pay dues to be a citizen, which are regular, but there's a ton of benefits that come
  • 17:38
with being a citizen, right? You're going to get reduced fees at what that node offers. You're
  • 17:43
going to get reduced tax rates, and you're going to get access to exclusive vendors based on its
  • 17:48
node type. If the nodes collected relics, you're going to have exclusive access to those. So there's
  • 17:54
tons of good reasons to be a citizen, and when you leave a node, you incur a cool down before you
  • 18:00
can become a citizen again. So it's a it's an important choice you have to make, and there's a
  • 18:06
cost to unmaking it. Yeah, absolutely. Players do have some follow up questions, obviously from the
  • 18:11
freehold conversation about housing. They're wondering how much player housing will be
  • 18:15
available to a node, because people are afraid to be homeless. So what are their options on Vera to
  • 18:22
not be homeless? Well, the the ends are one very good option as we were just talking about, and
  • 18:28
those are kind of capped more by citizenship dues as that is a soft cap that increases over time,
  • 18:34
right? When you choose to become a citizen, anybody can kind of get an in to a degree without being
  • 18:40
a citizen. But in addition, apartments are another method which are default and are part of every
  • 18:46
node has access to these apartments, and you can expand those apartment buildings, right? Chris
  • 18:51
and Bucky? Yeah, you can. So the mayor can elect as part of the service building, and you can
  • 18:57
elect as part of the service building system, which we'll talk about in a bit to expand those
  • 19:01
apartments and make them allow them to have more citizens, right? Right and also different
  • 19:08
apartment types such as penthouses that have different thresholds for the types of
  • 19:14
furnitures that they can house, whether they be legendary, more rare types of furnitures that
  • 19:18
require a better either static home or apartments. And to answer your question specifically,
  • 19:24
when it comes to the type of numbers that we are playing with on a per node basis, obviously,
  • 19:30
that's something that changes based on node stage. So the advancement of the node will dictate the
  • 19:35
number of state and node static housing, and there's a predefined amount of those because
  • 19:39
those exist within the world. Right now, we're still playing with those numbers. But if you were
  • 19:44
to think about the level of exclusivity between the different types of housing that we have,
  • 19:48
obviously, the most exclusive when it comes to quantity is going to be freeholds, followed by
  • 19:54
in node housing, followed by apartments, then followed by ins. So that is essentially, you know,
  • 19:59
what it's going to break down wise, exclusivity. We don't have firm numbers on what the static in
  • 20:06
node housing is going to be on a per stage basis. That's something that we intend to test as part of
  • 20:11
Alpha 2. But there is- Well, we have firm numbers internally, right? We're just not-
  • 20:15
Oh, yeah, yeah, yeah. No, no, no. I just want to be clear to people.
  • 20:18
Yeah, sure. What I mean there is that we don't have a number we would feel confident giving the
  • 20:23
community right now and them holding us to that number because it is a variable we intend to use
  • 20:28
data to inform. And that data is going to be play testing with the community as part of Alpha 2.
  • 20:33
Yes. I'm so excited. Housing stuff is so much fun for me. And then the other question here is in
  • 20:38
regards to citizenship. If I am a citizen of a node and I don't agree with leadership, how do I
  • 20:45
or slash what is involved in changing my citizenship to a different node? You mentioned
  • 20:50
there's a cool down, but is there anything else that's involved in that? Yeah, so I can take this
  • 20:56
one. So yeah, basically, it's anytime you can visit the town hall and renounce your citizenship
  • 21:02
at the node. But that comes with the cost of that. Now you go on to a cool down where you can't
  • 21:06
actually join other nodes. So it kind of incentivizes players to try to make it work
  • 21:09
at their node and then try and not just jump ship, right? If they don't like it and try and
  • 21:13
make changes in their node. And then the one other caveat is that if your node's destroyed and like
  • 21:18
a siege, for example, then you will be able to just right away join a new node. You don't have
  • 21:21
to wait on that cool down just so it's not like even further punishing when that scenario and
  • 21:26
something to expand on the refugee status that Bucky was talking about is, you know, the intent
  • 21:33
is that it is a normal process of the world to see PvP be a catalyst for change. That is one of the
  • 21:41
defining elements of our world building approach and being a PvX game is that PvE builds the world
  • 21:48
and PvP changes the world. And as these nodes get destructed, and this should be a normal habit that
  • 21:54
players are accustomed to seeing that landscape changing over time because it is the breath of
  • 21:59
renewal that then is allowed as a result of that action, this refugee status to a degree brings
  • 22:07
down the friction that the player would have normally with finding a new node to become a
  • 22:11
citizen at. And we want those types of mechanics present so that players are not experiencing
  • 22:17
extreme friction after extreme friction after extreme friction to the point where it's just
  • 22:21
like, you know, screw this, I'm done, right? We want to be able to make that a bit of an easier
  • 22:26
process. And so the refugee status reduces the cool down period to joining a new node as a citizen,
  • 22:31
but it also reduces potentially some of the citizenship dues that might be present,
  • 22:37
some of the costs associated with it, and even policies, which we'll talk about a little bit
  • 22:41
later with Chris and Bucky here, can be adopted by other nodes when a siege occurs. That even
  • 22:47
makes it more incentivizing for players to come there as new citizens as well.
  • 22:51
All right. And I will to kind of directly answer if you don't want to leave your node in your
  • 22:57
mayorship is not doing things you like. Most of these systems that we're going to talk about here
  • 23:02
have some amount of like citizenship buy on that's like required for a thing to happen. So,
  • 23:08
you know, it may stagnate a little if you don't like your mayorship, but you can stop them from
  • 23:13
doing destructive things and you can stop them from spending things in ways you don't like.
  • 23:19
Yeah, that might be a good it might be a good segue into the next slide.
  • 23:22
Well, there's a bunch of community questions. I don't know if we want to answer a couple of them
  • 23:25
or speed run through that suit through some. I would I would try to limit it to probably
  • 23:30
around two or three questions per slide. Otherwise, we'll never get to the video.
  • 23:33
OK, I guess they're wanting to know if ins are instance rooms and if they're player owned
  • 23:39
should be. Yes. So instance. So instance instances are apartments and ins.
  • 23:46
And these are shared instances where you can invite party members to join you in the instance
  • 23:50
as well. If you want to do a little bit of role play or, you know, group activities in the in the
  • 23:55
instances and then ownership on the apartments and the ins does not exist. You rent these locations.
  • 24:03
Is it one person who can rent them? Correct. Same with housing. It's like one person owns it.
  • 24:10
Correct. And then you can have family permission set to have access to those as well.
  • 24:14
And then the last one here I'll ask is how will limited housing work with players who stop playing?
  • 24:19
So if someone leaves the game and hasn't come back for a while, will they eventually be evicted
  • 24:24
to allow other players to utilize those spaces? Yes, the the the wheel of tax and death is always
  • 24:30
turning in Vera and taxes are a necessary component in order to upkeep and maintenance the
  • 24:38
the freeholds or the housing that you own. And after a period of not paying those taxes,
  • 24:43
the tax man may visit you and put you in a default status after which period of time.
  • 24:47
If you do not settle that debt, you will lose your property.
  • 24:51
All right, let's move on to mayorship and I will hand it over to you. Justo.
  • 24:58
Yeah, so obviously mayorship is another really important part of nodes. It's how
  • 25:04
we kind of define it as the mayor is tasked with initiating changes to the quality of a node,
  • 25:11
right? Not the progress of it, but the quality of it. So there's four main ways a mayor can get
  • 25:17
elected based on the node type. They're all kind of played a different strengths scientific, which
  • 25:25
we had an alpha one, which we've changed a little since then. It's not a single popular vote. It's
  • 25:31
now a ranked choice vote. And we should take note of that in real life as well. I'm just kidding.
  • 25:40
The economic node type is a blind bid auction. So the player with the most money is going to be the
  • 25:47
node are going to be the mayor and divine is going to be a PVE like favor event that players
  • 25:54
participate in and have to grind through to earn as much favor as possible, right? And then military
  • 26:01
is never revealed. The military one and the military is a trial by combat event. Now this
  • 26:07
is kind of the node enters a state where players who register are going to PVP each other and kind
  • 26:14
of a free for all situation and citizens who aren't registered are going to get to back a
  • 26:20
candidate and PVP with them. Yes. So let me let me set the stage just real quick because I don't
  • 26:27
think in the past we've talked about the potential of having a I think it was like a military
  • 26:33
champion and you could equip that champion and the champion will fight for you and you'd
  • 26:36
accumulate points and that was kind of to to prevent the the strangeness between like the
  • 26:42
one v one scenario. But what we've decided is that moving forward for military nodes,
  • 26:48
we will be implementing an election method that leverages the ruined state of nodes as a PVP
  • 26:55
battleground, so to speak, in the in a form of an instance where citizens and or candidates can
  • 26:59
participate. And during the week, you will have a number of opportunities to participate in a
  • 27:07
timed event where you can pledge your support to a candidate or if you are a candidate, you will
  • 27:13
have objective based gameplay within a windowed period of time within the node proper and you
  • 27:17
will attempt to go to those objectives, execute the required interaction and you will accumulate
  • 27:23
points based off of your performance during those events. And at the end of those events, overall,
  • 27:28
the highest point contributor will be elected the mayor. Now what that event entails is you as a
  • 27:35
citizen can pledge support and you will have open PVP within the node proper that groups of those
  • 27:42
candidates and their pledged supporters can attempt to secure and combat over the objectives
  • 27:49
over an hour period of time, perhaps a number of times a week. And then at the end of those events
  • 27:53
will be the election result. That is the intent and desire behind this system. I think it's going
  • 28:00
to be fun. I think it's going to be interesting. But obviously, the purpose of these demonstrations
  • 28:04
slash discussions is to give you guys an opportunity to give your thoughts, whether or not you think
  • 28:09
that's interesting, what you think could be improved, where are the areas where you would
  • 28:12
have concerns. That's a really cool update, I think, for the military nodes that you guys can
  • 28:18
chat about. Some questions that are coming in from a chat in all the places we're looking at,
  • 28:23
Discord, we're looking at Twitter, we're looking at social. So we're keeping an eye on all the places
  • 28:27
that are getting fed to me. One of the questions is, are all the benefits that mayors can give to
  • 28:32
a node the same for every type of node? Or are there differences per type of node?
  • 28:38
There definitely are differences. The difference is some systems have a more, some of the things
  • 28:45
that mayors can do are more universal. But then some systems have very specific, if your race has
  • 28:51
a certain, your node has a certain dominant race, or your node is a certain type, or it's in a
  • 28:58
certain biome. So there's even differences between kind of where it is too. And then,
  • 29:06
this was just a funny one. Does the mayor get a free home? Just because I think that's funny.
  • 29:12
Their home is the town hall where they slave away all day long. All they want.
  • 29:16
They get to decorate their office. People want to know. So I'm guessing that's not the case.
  • 29:24
They still have to have their own home. Okay. It's a predicate. You have to be a citizen before
  • 29:30
you can be the mayor. So you need to- So you need to know what it's like to be one of the lackeys.
  • 29:36
What happens if a mayor leaves? If they quit playing the game,
  • 29:40
and what will happen to the mayorship if that occurs?
  • 29:45
So some of the decisions that the mayor makes, they have a period of time within which they can
  • 29:50
make the decision. And if they don't, the system will make a decision for them. Some of those
  • 29:54
interactions. Not all, however. There is a constant conversation with regards to the systems we're
  • 30:01
creating for mayors to interact with. How much is too much failure that we're going to give agency
  • 30:05
to a player to be a bad faith mayor, essentially? And part of that is not just if they quit, but if
  • 30:11
they want to actively do the node harm, how much harm can they really do? Those two things kind of
  • 30:17
align with one another. But yeah, some of the systems have automated responses and some don't.
  • 30:23
So there is some damage that can be done. You have to choose your mayor wisely. And in the event that
  • 30:28
somebody quits, then there's an election cycle for a reason and you vote that person out or you have
  • 30:33
a different- if there's a different election method, you have that person removed.
  • 30:37
All right. Kill them. No, I'm just kidding. And the last one here is, can an enemy of the state
  • 30:42
be set on any random player or are there some other prerequisites that need to be met?
  • 30:47
No, you cannot have an enemy of the state condition assigned to a player. There are methods by which
  • 30:53
you can have flag statuses associated with other node citizens through like a node war. And you can
  • 31:02
have open PVP in the world if your nodes are at war with one another, but you cannot denote a
  • 31:06
particular individual as an enemy of the state and have the guards kill them when they approach the
  • 31:10
node. Right? The intent of the system is not to necessarily exclude players from the state.
  • 31:16
It's to literally exclude players, exclude players and create, you know, clicks or factions within
  • 31:22
the nodes per se. Everyone's just going to make Steven the enemy of state.
  • 31:26
Oh, wow. You don't want me as the enemy of state. I have the ultimate weapon.
  • 31:32
Oh, really? Just nuke everything. Spawn three million bears. That's even special.
  • 31:38
I'm just a sandal wanderer anyway, so it's okay. I'm just trolling anyway. Next up,
  • 31:43
mandates to keep things moving and I'll hand it over to you, Chris.
  • 31:48
Yeah, so mandates are kind of a new thing. I don't think we've ever really talked about them
  • 31:52
outside of the company before, but they're functionally what we're talking about.
  • 31:59
This energy system that mayors get to use to enact things, right? Enable service buildings or
  • 32:06
do constructions, etc. And they generate mandates by having citizens participate in these activities,
  • 32:15
right? So contributing to the construction of a service building or doing mayoral commissions,
  • 32:21
which we'll talk about, and voting on policies. So the more citizens like what a mayor is doing,
  • 32:27
the more power they're going to get to do more things. And the less citizens like what they're
  • 32:32
doing, the less power they're going to get to do things. Yeah, this kind of goes back to what
  • 32:38
Stephen was talking about on the last slide to where it's like we're kind of concerned about
  • 32:42
limiting how how much damage a bad faith mayor can do, right? And this is definitely one of those
  • 32:46
systems that, you know, if you're doing good things that the citizens are agreeing with,
  • 32:50
and this is part of your power as a citizen, even if, you know, even if you think you don't have any
  • 32:54
power, this is one of your main things is like agreeing with what the mayor is doing, makes them
  • 32:57
able to do more actions that hopefully are favorable for you. Yeah, absolutely. Yeah.
  • 33:03
So when we think about when we think about certain energy mechanics, usually they're provided as a way
  • 33:08
to give a throttle, right? And most of those throttles are incurred through specific design
  • 33:13
curated intent. However, this throttle exists in such a way where the citizens have the ability
  • 33:19
to either let the gas go for the mayor or pull it back a bit because they're doing things they
  • 33:23
don't necessarily want. And mayors have a unique ability to elicit change within the node proper,
  • 33:29
either through the destruction of certain buildings that have been constructed previously,
  • 33:33
because there's a limited number of slots that buildings can be constructed within,
  • 33:36
or the kickoff of additional projects or the certain types of policies that can be enacted.
  • 33:40
Like those things, those actions, the changing of a tax rate, they all have a unified source of
  • 33:47
energy requirement. And the energy requirement is a mandate. And you accrue those mandates,
  • 33:52
as Chris and Bucky were saying, through doing things that the population agrees with. And when
  • 33:57
you do things that the population doesn't agree with, your mandates suffer. And if you don't have
  • 34:03
mandates to do certain actions, then that's the way that the citizenship throttles back your
  • 34:09
ability to elicit change. So the question we have from people is if there's a cap on the energy for
  • 34:17
mandates. There is not currently a cap that's designed for mandates. However, mandates are an
  • 34:25
accrued energy through action. And actions have cooldowns associated with them that you can do
  • 34:30
them over certain periods of time. And they also have certain weights that are applied by design.
  • 34:34
So naturally, within a given period of time, a mayor will only have the ability to do so many
  • 34:39
things that generate mandates. And as a result, that is the soft cap. However, the system is
  • 34:44
built or is being built in such a way where that is a variable we can define through testing when
  • 34:50
we see if there should be or should not be. We can add that at a later time. And is there a way to
  • 34:55
counter those mandates? Counter those mandates. What do you mean by that? Like if the mayor has
  • 35:05
acquired the mandates, then they can use the mandates as they see fit. However, a lot of the
  • 35:11
interactions still require successful participation by the audience, by the citizens. Chris, if you
  • 35:17
want to talk a little bit about, well, actually, I think we have policies coming up in a second.
  • 35:21
Yeah, we have policies that are coming up. So can a mayor do just a simple vote? Like if they just
  • 35:26
want to ask people stuff like, hey, I want to put up a poll. Is that going to be something that's
  • 35:29
going to be available to them? One of you guys grab that if you want to.
  • 35:35
Yeah, it's not something we've previously discussed. We've talked about having messages
  • 35:40
of the day for the mayor. And obviously, there's still chat services and stuff that mayors can use
  • 35:45
to get the feedback from the citizens. Yeah, we want that to be something that's a bit more
  • 35:56
diegetic and not necessarily handheld by a survey system. We want if the individual is interested
  • 36:02
in participating with their community, with their citizenship, there will be tools that they can use,
  • 36:08
such as the message of the day, such as chat, such as citizenship chat. Right. Like the mayor will
  • 36:13
have a special color name right there and they can ask questions and just have conversations with the
  • 36:17
citizens. A little Q&A with your mayor. That's cute. Yeah, yeah, I want I can't wait to see the
  • 36:22
RP and like how different nodes deal with their mayors. Like, I just I'm so excited for it because
  • 36:29
I've been part of a lot of different communities and every guild runs differently. I feel like every
  • 36:33
node is going to run differently. And I'm just excited to see that. We're already thinking on the
  • 36:38
community side, what kind of fun streams we can do. The last question I think just just real quick,
  • 36:43
because you touched on a great point there. Oh, yeah. Is that we have a very we have a unique
  • 36:49
approach in that we are a non faction based game. Many of the MMOs that a lot of us have played are
  • 36:54
faction based. So because of that, because we're not faction based, we have this concept of pseudo
  • 37:00
factions that we have to create systems in such a way where we can present that. And what you just
  • 37:06
described essentially is a micro community or a pseudo faction that exists within the nodes.
  • 37:10
And as you described, like many of those are going to be very different across the landscape. And I
  • 37:16
think that creates a very compelling and interesting social social diversity so that when you're
  • 37:23
determining friend or foe, there is a landscape that is going to be constantly changing as a
  • 37:28
result of those different faction interests. All right. And our last question here is, will a good
  • 37:33
mayor have a benefit for the next election so they have some kind of like favor points or
  • 37:37
something like that so that they can get reelected? And how long is that term for?
  • 37:44
Yeah, so there's no plan other than the mayor's actions to help them get reelected. Right. If you
  • 37:52
do good things, you're more likely to get reelected because players will like you, you know, but
  • 37:57
there's no systemic benefit to previously being the mayor. Yeah, let's move on to.
  • 38:05
I said one more clarification about mandates, right? Like if you're a you get when you become
  • 38:10
elected, you probably get a couple mandates. Right. And then and then as you do good and you're
  • 38:14
getting more and more mandates and you might end the election with a bunch of mandates. If at that
  • 38:18
point you don't get reelected and a new mayor comes in, I don't think they will inherit all
  • 38:22
your mandates. Yeah, so they'll get reset back to a correct. Yeah, the mandate pool is unique to the
  • 38:29
candidate. Right. And so and that's and then this is obviously remember everything we're discussing
  • 38:34
here is subject to change. You know, this is all based off of testing essentially that we'll be
  • 38:39
doing. But as Bucky described, a mandate is unique to the candidate. And so if the candidate is
  • 38:45
voted out of office, like, yes, there is going to be a momentum slowdown because the other candidate
  • 38:51
and as Bucky said, they'll be coming in with some default amount of mandates available to them.
  • 38:55
Just fresh off the election or fresh off of whatever the election method is that they can use
  • 39:01
to start their their works. But as they as they roll those actions forward, are they generating
  • 39:06
more mandates or are they not? Right. That's kind of the intent behind the momentum a candidate has.
  • 39:12
All right. I'm going to move us on to mayoral commissions. If you'd like to talk a little bit
  • 39:18
about that. Yeah, I could do this one. Yeah. So we got commissions in our game is basically a simple
  • 39:24
type of quest with a singular objective. And there will be other types of commissions like,
  • 39:29
you know, quest related ones, narrative related ones, you know, but mayors will have access to
  • 39:34
initiate mayoral commissions, which are kind of special. And these are commissions that are meant
  • 39:39
to help the node in some way. So and then the node will be rewarded based on the amount of players
  • 39:45
that complete these commissions. So, you know, kind of back to how we were talking about,
  • 39:48
this is one of the like ways to generate more mandates. If you're doing commissions, a lot of
  • 39:52
players are completing them and helping out the node, you'll be getting some more mandate power
  • 39:56
and yeah, and the players will be rewarded as such. So you can get things like experience,
  • 40:01
node reputation, node currency and other other kinds of rewards for helping out the node.
  • 40:05
Yeah. And it's a good thing to point out as well as that citizenship participation is the key factor
  • 40:12
in mandate generation. Whether that's through policy enactment, through commission completion,
  • 40:18
or through a buy order potential, or even unique, you know, one off predicate systems that exist
  • 40:25
outside event wise or whatever, right? Your citizenship participation is what determines
  • 40:30
that. So commissions can be conducted by anyone, non-citizen or citizen, right? And so you want to
  • 40:37
see what the health is of your interaction as a mayor with your citizens versus the one
  • 40:41
versus the world. So that's an important factor as well to keep in mind.
  • 40:46
Yep. And yeah, the commissions basically just cost gold from the treasury for the mayor to initiate
  • 40:50
and they'll have a limited number of commission slots active at one time. And then you can have
  • 40:55
a variety of commissions that'll be enabled based on node type, its location, you know,
  • 41:00
the predominant node race and different building choices, right? So there'll be a lot of different
  • 41:04
options for the mayor to try to see what they want to try to incentivize their players to,
  • 41:08
their citizens to, and other visiting players to work on. Yeah.
  • 41:12
Can they pick a custom flag for their node?
  • 41:19
So mayors will have an emblem generation suite that will have a number of different
  • 41:28
components slash damn, I can't think of the-
  • 41:31
Like symbols.
  • 41:32
Yeah, kind of like how our tattoos-
  • 41:34
Back on.
  • 41:34
Thank you. Yeah, it's a modular insignia system that you can choose and pick between to create
  • 41:40
the flag.
  • 41:42
Cool. Can only citizens participate in commissions or can-
  • 41:47
Anybody can participate in commissions.
  • 41:49
So I can have my friend who's part of another node-
  • 41:51
And just to be clear, there are mayoral commissions and then there are node commissions,
  • 41:56
right? And the node commissions are just general commissions that interact with the world around
  • 41:59
you, the POIs that exist around your node. And the mayoral ones are specifically chosen. Chris,
  • 42:04
if you want to talk a little bit about that.
  • 42:06
Yeah. So, yeah, the mayoral commissions are specifically chosen by the mayor,
  • 42:10
which is kind of, it is similar to the regular commission system, but that system is more
  • 42:18
system generated, right? So anyone can participate in a mayoral commission, but we,
  • 42:24
for mandates, like I said, we track the citizen participation in those, right?
  • 42:29
The mayoral commissions are available for a limited time. There's no limit on the amount
  • 42:33
of players that can complete them, right?
  • 42:35
There's no limit on how many I can have? So how many I can-
  • 42:39
Yeah, yeah, there'll be a limit on how many you can take at any one time. And you can't
  • 42:44
repeat one that's active, right? But once that timer runs out, based on how many people completed
  • 42:52
it, will determine kind of what reward the node gets as a result of that commission.
  • 42:57
And the mayor also has a limitation on the number of active commissions he can
  • 43:02
set at a time. So the intent and purpose there is that the mayoral commissions serve as a
  • 43:08
strategic decision base for the mayor. What issues am I facing? What issues do I believe
  • 43:15
I will face? How is this aligning with my strategy? And then how will my citizens help
  • 43:21
me help participate in accomplishing these goals so that I'm best set strategically for
  • 43:26
what I intend to do with those commissions?
  • 43:28
All right. And our last question for this is, is participation always going to be greater
  • 43:35
for larger nodes by default? Or can a small node with close to 100% participation still
  • 43:42
greatly benefit from them?
  • 43:45
Yeah, so I mean, that's going to come down to what commissions the mayor is initiating,
  • 43:50
right? Level three nodes aren't going to be initiating mayoral commissions that are,
  • 43:56
that require thousands of players to participate, right? Because they don't have access to those,
  • 44:01
where metropolises that have a huge citizenship base will get access to those kinds of commissions.
  • 44:07
So the rewards will be kind of proportionate to, you know, the node level and the expected
  • 44:13
amount of citizens.
  • 44:15
All right. Moving on to our next one. Here we go. Policies, which we keep referencing
  • 44:23
in the other segments. So I feel like this is going to be the one.
  • 44:27
Yeah, policies are also something we haven't really touched on a lot as well, although
  • 44:32
we have referenced it. Chris, if you want to take this one away.
  • 44:36
Yeah. So policies are actions that the mayor can take. They're exactly what it sounds
  • 44:42
like it's a policy, right? So as a mayor, I want people to be harvesting stone. So I'm
  • 44:49
going to initiate this stone policy, which is going to provide this benefit to people
  • 44:53
who are harvesting stone in the zone of influence, right? Now, in order to initiate a policy,
  • 44:59
players are going to be able to, or citizens will be able to vote on it and either turn
  • 45:04
down the policy if they don't want it or, you know, accept the policy if they do.
  • 45:11
Yeah. And that's a very key point, Buck, if you want to chat about that a little bit.
  • 45:14
Yeah. Well, I was just going to say also too, that's one of, bringing it back to my
  • 45:18
mandates, that's one of the really powerful uses of mandates is that it allows you to
  • 45:22
bypass the citizen vote on a policy if you wish. So you can spend that limited energy
  • 45:26
resource. If you really think this policy is important, you need to even just like hotline
  • 45:30
or you think it's good for the citizenship, but they're not going to agree with you. You
  • 45:32
can just say like, skip the vote. And that's one of like the cool powers for policies.
  • 45:37
Yeah. And, and, and really an important aspect that players should be taking away and part of
  • 45:43
what our interest in Alpha 2 to collect data on from player behavior, player sentiment,
  • 45:49
right? And your guys' feedback is how much of an interaction is existing between the
  • 45:54
citizenship of the node and the decisions that the players, that the mayor is making.
  • 45:59
And policies are a great example of that because it requires outside of the mandates that Bucky
  • 46:04
was just talking about, which is very limited in scope, how much a mayor can do. And if they
  • 46:09
really want to spend their mandate capital on that, you know, that's a decision that
  • 46:12
they need to make, but the players are primarily necessary, the citizens in order to vote
  • 46:19
successfully policies in place and policies take a very card format type system, right? The node
  • 46:26
has a number of different locations from which they get certain types of policies from that
  • 46:31
includes things like racial representative of the culture that the node is something that's
  • 46:37
representative of the building selection and specialization that the node has taken something
  • 46:44
that is representative of the predicate of happiness that the node is currently at. If
  • 46:49
they're very happy or not, you can do certain types of policies. So a lot of different predicate
  • 46:53
systems make available and also make relevant whether or not you can even suggest a policy for
  • 47:00
enactment. And then it requires the player buy on the citizenship buy on to actually get that
  • 47:05
enactment completed, completed. And there's a limited number of slots that you can have active
  • 47:09
policies available at a given time. And on top of that, certain policy cards have a cool down. So
  • 47:16
you can't use them repeatedly over and over again. Yeah, I feel like this is definitely one of the
  • 47:21
systems the mayor is going to be constantly like thinking about, like trying to min max their policy
  • 47:26
choices, right? They're going to be like, Oh yeah, I only have limited number of slots, juggling a
  • 47:30
lot of things like the economy of the node. If it's under threat by, you know, a CBO,
  • 47:34
you know, a siege, for example, you know what they're trying to do, how they're trying to
  • 47:38
advance their node, they're going to constantly looking at these policies, try to optimize them
  • 47:41
for the best. And are the policies always voted as majority vote? Yeah. Yeah. Okay. And then the next
  • 47:51
one here is do policies affect the vassal? Just to be clear, just to be clear, you said, you said
  • 47:56
always, except for the cases where the mayor uses his mandate power to override the citizenship
  • 48:02
participation, which again is limited in function, but it is a power that the mayor has available to
  • 48:07
them. Veto. It's like, it's like an emergency action basically, right? Exactly. It's an emergency
  • 48:13
action. Um, and certain events will also make certain policies available. Like if a war gets
  • 48:18
declared or a siege gets declared, you have certain war footing policies that are now available to you.
  • 48:23
Those might require much lower threshold of player or citizenship vote in order to pass, uh, as well
  • 48:30
because of the emergency situations. Um, so I'll re-ask the other question because I think, um,
  • 48:35
we went back to the other one. Uh, do policies also affect the vassal nodes of that node?
  • 48:43
So there may be policies that do, uh, but they don't all inherently.
  • 48:50
Yep. And there might even be policies that affect the zone around you. Policies have a wide range of
  • 48:55
effects, uh, that can be conferred. Um, uh, and that's the intent, right, for the system. Yeah,
  • 49:01
they could go from affecting the buildings you've constructed to affecting the zone of influence of
  • 49:08
your network, right? And the last one here is will nodes affect the policies chosen in a physical
  • 49:15
way, like different objects seen or things like that in the node? Like will they see things change?
  • 49:20
Certain policies will absolutely have a visual change that are present, right? Not all. Um,
  • 49:26
we want to make sure that when we spend our budget of either asset creation or content creation,
  • 49:32
that we're reflecting meaningful choices that are more wide arcing. Um, and that might be in the,
  • 49:37
in the realm of like props getting spawned to reflect like, you know, you have a refugee status.
  • 49:42
Well, now I'm spawning a number of like guards and citizens with clothing and boxes of food,
  • 49:48
to kind of represent, hey, we're taking in refugees because the node nearby got destroyed.
  • 49:53
Um, that's how we would visually diegetically show, uh, these types of effects within the world. And
  • 49:59
in the node layout tool and, and how nodes are constructed, those spaces and locations are
  • 50:04
predefined for certain types of either events or policy creation or relics, right? To show those
  • 50:10
things in those, in those areas. Um, yeah. All right. To keep us moving along, we are going to
  • 50:15
talk about service buildings now, which I'm very excited for people to see on the stream when we
  • 50:20
do the playthrough segment, because it looks cool. Yes. Yes. Serving buildings are one thing we hit
  • 50:27
hard in the, uh, in the playthrough that people about to see, but, uh, Bucky or Chris, if you guys
  • 50:31
want to take it away, I can do this one. Actually, maybe do you want to start with the next slide
  • 50:36
that kind of explains it and we can go into the maintenance and demolition. Sure. We can go into
  • 50:40
the first one. Yeah. Building types go for it. Yeah. Okay. Yeah. So, so yeah, there's a couple
  • 50:48
different types of service buildings, right? We have your default buildings that come pre-built
  • 50:51
with the node. Those are things like the town hall, the warehouse, the caravansary,
  • 50:55
and then there's also constructed service buildings. That's a lot of things like the
  • 50:59
artisanship buildings, businesses that the mayor actually has to initiate and choose and then
  • 51:04
voted on and built by the players. Um, and then the different types of buildings there are between
  • 51:10
that is some buildings are active service buildings. So those are like, you know,
  • 51:13
garages and ship business businesses like you different, you know, your blacksmith,
  • 51:17
your tavern and all that. Um, and then some buildings are passive buildings and those are
  • 51:22
kind of provide passive benefits to the node. They don't have a reason to be visited, but they,
  • 51:26
uh, unlock the ability to upgrade your active service buildings through expansions.
  • 51:29
And then, yeah, so building expansions is like, is the primary way you upgrade your buildings
  • 51:33
through expansions. I think we were showing a expansion tree in the, in the recording, right?
  • 51:37
For the, uh, blacksmith. Um, and so to upgrade your building, you choose expansions, you build
  • 51:42
passive buildings to allow you to like unlock those expansion slots. And this will basically
  • 51:48
specialize your service building down a path and it kind of the building specialization
  • 51:52
will narrow down a specific path. So you can, you can, you can, you can, you can, you can,
  • 51:57
you can, maybe the, kind of, you know, expansion deterioration will narrow down a
  • 52:02
specific path. So you might start as a generalized. Blacksmith building and then you'll specialize
  • 52:06
towards maybe armor Smith. And then towards specifically like plate armor through the
  • 52:10
expansion tree? Yeah. The, the important thing with the service building system for us is that
  • 52:17
it's, it's, uh, a way to shape your node, like a character, right? And to give you an exclusive
  • 52:23
or a niche that you fight over, right?
  • 52:27
If you build, if you go down this weaponsmithing path
  • 52:30
and you build your node to be this like mecca
  • 52:33
of weaponsmithing and the node three doors down builds it,
  • 52:38
there's reason for you to conflict over it, right?
  • 52:40
They're taking your business or maybe you are in a zone
  • 52:43
and there isn't a weaponsmithing thing anywhere near you
  • 52:48
and you do wanna start to carve that path for yourself
  • 52:51
to make your node a place people visit and come to.
  • 52:56
Yeah, and I think the key takeaway here
  • 52:58
when talking about node specialization is buildings provide,
  • 53:04
as we were talking about with policies,
  • 53:06
access to certain policy types as well, right?
  • 53:09
They're going to incentivize player activity
  • 53:11
and traffic to your node based on the services
  • 53:13
that the building is giving you.
  • 53:15
They're going to potentially expand
  • 53:17
the types of craftables and workstations
  • 53:22
that you're going to have available to you
  • 53:24
based on the buildings you construct.
  • 53:26
And there might be reason for you to construct
  • 53:28
the same type of building multiple times
  • 53:30
because the pathway of upgrades is exclusionary, right?
  • 53:34
So when I choose a path down a particular building type
  • 53:38
in order to reach a tier five benefit
  • 53:40
when I eventually reach a higher stage,
  • 53:42
or even if I'm lower stage and want to dedicate
  • 53:46
a majority of my service plots
  • 53:48
toward one particular crafting building,
  • 53:51
like I may get a very top tier workstation as a result,
  • 53:55
even if I'm still a village node, right?
  • 53:57
It's like, I'm the village node that makes the T5 swords
  • 54:01
because I've dedicated all of my plots to that, right?
  • 54:04
Chris, if you wanna talk a little bit about that.
  • 54:06
Yeah, the important thing is expanding your building
  • 54:08
requires other buildings to support it, right?
  • 54:12
So to go from a smithing building
  • 54:14
to a weaponsmithing building,
  • 54:17
you're gonna need to fill another plot
  • 54:19
with what we call those passive buildings, right?
  • 54:23
Or support buildings.
  • 54:23
And they are gonna provide some kind of passive benefit
  • 54:27
to the node as the name kind of describes,
  • 54:29
whether that's to the zone or to services in the node,
  • 54:34
but they're not gonna be buildings
  • 54:35
that you particularly visit,
  • 54:37
but they will allow you to make the buildings
  • 54:39
you are visiting better.
  • 54:41
Yeah.
  • 54:42
And this is a good- And some of those depend,
  • 54:44
so can I- Just real quick.
  • 54:45
Some of those dependencies that Chris said
  • 54:47
can also be conferred based on the vassal ship network
  • 54:52
you have as well.
  • 54:53
So you might have a parent node or a regional,
  • 54:57
a regent node that has a vassal ship over your node,
  • 55:02
and you're getting benefits conferred to you
  • 55:04
through either the prerequisite of the building types
  • 55:06
that you can construct as well
  • 55:08
to make a bit more headway there.
  • 55:10
And I think because you're already talking about the plots
  • 55:12
and how you can space them,
  • 55:14
I know we're gonna show this off in the video as well,
  • 55:16
but how much can a node's government decide
  • 55:18
where a specific building is placed?
  • 55:21
So the plots in a node are predefined,
  • 55:24
but the plots are universal, right?
  • 55:26
So you can put any constructed service building
  • 55:30
in any plot, right?
  • 55:34
And that's relevant because- And those plots
  • 55:34
are in specific places,
  • 55:36
but you get to pick which plot they go to.
  • 55:38
Exactly. Yeah.
  • 55:39
And that's relevant because when it comes to either events
  • 55:43
or sieges against the node and even wars,
  • 55:47
those building locations also serve
  • 55:49
as objective locations as well.
  • 55:51
And there is a varying degree of footprint
  • 55:55
and level design that's associated with access
  • 55:59
to those plot locations.
  • 56:01
So if you know that your Smithy that has your workstation
  • 56:06
to build the T5 stuff is closest to the center-
  • 56:10
Right next to the- Yeah.
  • 56:11
Right next to the door, like that's an aid.
  • 56:14
There's a difference there in strategy.
  • 56:16
Yeah.
  • 56:16
And the next question here is,
  • 56:18
will nodes in certain places have unique buildings
  • 56:21
and unique upgrades,
  • 56:22
or kind of are all of those available to everybody?
  • 56:26
Those, so constructed service buildings are available
  • 56:29
to every type of node in every location, right?
  • 56:33
Where the uniqueness comes in
  • 56:35
is in some of the default buildings,
  • 56:36
like your node type building.
  • 56:39
Yeah, and in addition to that, potentially relics as well,
  • 56:42
which are location dependent within the world,
  • 56:45
you can acquire certain relics that give you access
  • 56:47
to certain types of workstations,
  • 56:49
or that can augment certain types of workstations as well.
  • 56:53
And those could be closer located to certain nodes
  • 56:57
based on the POIs.
  • 56:59
And I think you talking about sieges and destruction
  • 57:01
is a perfect segue into the next slide here,
  • 57:04
which if you guys wanna go for that in regards to-
  • 57:07
And how many slides do we have left
  • 57:10
just so audience knows time to gameplay?
  • 57:12
We have one more after this.
  • 57:14
TTG.
  • 57:15
One more after this in a little video.
  • 57:18
Sweet.
  • 57:19
Yeah.
  • 57:21
All right.
  • 57:22
Yeah, so I can keep going with this one.
  • 57:24
Yeah, so this is just more info about service buildings
  • 57:26
and how they're maintained.
  • 57:29
So service buildings incur regular maintenance costs
  • 57:32
for node commodities,
  • 57:33
or for the node in terms of commodities and gold.
  • 57:35
So to continue operations,
  • 57:37
you have to fund them.
  • 57:38
And that's definitely part of the things
  • 57:39
the mayor will be thinking about
  • 57:40
is keeping that economy going,
  • 57:42
which we'll get into more on the next slide about buy orders.
  • 57:44
But basically if you miss maintenance on a building,
  • 57:47
it'll enter a state of disarray.
  • 57:48
And building maintenance is auto-paid,
  • 57:50
but it kind of goes through
  • 57:54
like the most valuable buildings they'll pay first.
  • 57:56
And then if you don't have enough commodities though,
  • 57:58
or a gold new treasury,
  • 57:59
then some of your buildings will become
  • 58:01
in a state of disarray.
  • 58:03
And so if a building's in a state of disarray
  • 58:05
or maybe damaged as a result of a siege,
  • 58:08
it basically needs to be repaired.
  • 58:09
So to do so, players visiting the node
  • 58:12
can just contribute materials
  • 58:14
to restore the building to an operational state.
  • 58:16
And then mayors will also have the ability
  • 58:19
if they want to demolish constructed buildings.
  • 58:23
So if they so choose, they can destroy a building
  • 58:27
if they don't think it's needed anymore.
  • 58:28
But this will have mandate cost and a player buy-in vote.
  • 58:33
So we want to make sure that mayor can't just go
  • 58:35
and blow up the whole node,
  • 58:36
if they're trying to grief or something.
  • 58:38
So this is a very important and impactful decision.
  • 58:43
And then buildings can also just be straight up destroyed
  • 58:46
from a siege.
  • 58:47
Like if you are sieged and your node ultimately survives,
  • 58:50
you still might've taken some damage
  • 58:52
in form of destroyed buildings.
  • 58:54
And they'll basically become reduced to rubble
  • 58:57
after which a certain period of time,
  • 58:59
they'll become an empty plot again, you can rebuild.
  • 59:01
So that's a very like, even if you attack a node
  • 59:03
and you don't destroy it, you can still weaken it.
  • 59:04
So that's kind of like a strategy for attackers,
  • 59:07
even if they don't, aren't able to destroy the node
  • 59:08
ultimately.
  • 59:09
And especially for events where monster coins
  • 59:12
can be relevant to, you know,
  • 59:14
these are some of the objectives that players might even
  • 59:16
have during PvE events, if they utilize monster coins
  • 59:20
is to either help organize the NPCs in assisting
  • 59:25
in the destruction or disabling of a particular building.
  • 59:29
Yeah, exactly.
  • 59:30
Cool, cool.
  • 59:33
And I think we can head on over to the next question
  • 59:37
or next segment, just to kind of move things along.
  • 59:41
And this is about buy orders,
  • 59:43
which we are gonna show a bit on the playthrough as well.
  • 59:46
Yeah, talk to us about buy orders,
  • 59:48
because this is a big loop for the citizens and the mayor.
  • 59:54
Yeah, so buy orders are really important.
  • 59:57
They're kind of the primary way that the node generates
  • 1:00:00
these things we call node commodities,
  • 1:00:02
which are functionally node resources.
  • 1:00:05
Node resources are used, we spend them on buildings
  • 1:00:10
to build them and upgrade them on maintenance.
  • 1:00:12
You can trade them with other nodes.
  • 1:00:14
You know, they're super useful to the node
  • 1:00:17
and increasing its quality.
  • 1:00:21
Now, basically what it is, is it's a recipe that the mayor
  • 1:00:25
can initiate, maybe they need bins of stone,
  • 1:00:31
like we show in the stream, and that's gonna cost
  • 1:00:35
a different materials and players are going to have
  • 1:00:38
to contribute those materials to the buy order as a package.
  • 1:00:43
And they're gonna get rewarded for it
  • 1:00:45
in the form of node currency.
  • 1:00:47
And if you're like a really economic and strategic player,
  • 1:00:50
you'll kind of be monitoring buy orders around the world
  • 1:00:52
and be trying to transit goods to get the most reward
  • 1:00:55
you can.
  • 1:00:57
And if you're kind of a local player and you just like
  • 1:00:59
helping your node and you'll be, you know,
  • 1:01:02
kind of using them almost as a surrogate vendor
  • 1:01:05
for something, a reward that's a little better
  • 1:01:07
than just dumping your materials at an NPC.
  • 1:01:13
Yeah, absolutely.
  • 1:01:13
So, buy orders are instrumental in the activities
  • 1:01:19
that a node participates in.
  • 1:01:21
Whether it be the transition of these node inventory items,
  • 1:01:26
and again, the node resources, these node commodities,
  • 1:01:30
they do not exist in player inventories.
  • 1:01:32
They exist solely within the nodes inventory.
  • 1:01:34
So, once a material gets sunk into the buy order,
  • 1:01:38
the player receives the benefit of the node currency,
  • 1:01:40
which right now is a bound currency that's used
  • 1:01:42
to purchase a number of different types of vendorable items
  • 1:01:45
that exist within nodes.
  • 1:01:46
It is not player to player currency.
  • 1:01:48
It is not intended to be traded between players,
  • 1:01:52
but instead it interacts with these unique vendors
  • 1:01:54
that supply a large segment of necessary components
  • 1:01:59
for a number of different things,
  • 1:02:00
whether it be crafting, enchantments, you know,
  • 1:02:03
a lot of different things that exist within the node.
  • 1:02:05
This is the reason why you would want to acquire
  • 1:02:07
that currency is so you have access to those types of items.
  • 1:02:10
And you see-
  • 1:02:11
And like Steven, you just take all of them
  • 1:02:12
and you don't share them with anybody.
  • 1:02:14
Unbelievable.
  • 1:02:15
I misunderstood the intent or what he was asking me.
  • 1:02:18
I thought he said he wanted me to share.
  • 1:02:20
Okay, anyways.
  • 1:02:21
So, when the mayor or even if the mayor
  • 1:02:25
is not making these decisions,
  • 1:02:27
buy orders will populate based off of activities
  • 1:02:29
that the node have available to them
  • 1:02:30
after a set period of time,
  • 1:02:32
so that the bad faith mayor is not depleting the node
  • 1:02:35
potentially of its resources
  • 1:02:37
that players can still interact with.
  • 1:02:39
So, the node can use these resources as well to trade
  • 1:02:42
with other nodes that might have resource types
  • 1:02:45
that you need available to them.
  • 1:02:46
And when selecting specific types of buy orders
  • 1:02:49
that require certain material components
  • 1:02:51
in order to fulfill,
  • 1:02:52
you will have a wide array of material choices to make,
  • 1:02:55
either those that are relevant locale to your node placement
  • 1:02:59
or those that are across the world.
  • 1:03:01
And there is a variable in payment
  • 1:03:03
that the mayor has access to in setting
  • 1:03:06
and how they'll be rewarding players.
  • 1:03:07
So, you need to make sure that you're incentivizing players
  • 1:03:09
who are making those large transits across the world
  • 1:03:12
to actually take that risk
  • 1:03:14
and bring those materials to you.
  • 1:03:16
These buy orders require a significant amount
  • 1:03:19
of material components in order to achieve
  • 1:03:21
the necessary inventory that a node wants to see
  • 1:03:24
for construction projects, for trade goods,
  • 1:03:26
for a lot of different things that they use the materials for.
  • 1:03:29
So, it is a big undertaking,
  • 1:03:31
but it is one of the primary loops that the node requires
  • 1:03:34
in order to get the steam to do certain things, right?
  • 1:03:38
And it is something that we showcase in this gameplay video
  • 1:03:41
that we're about to go to after this slide,
  • 1:03:44
but we're gonna, oh, sorry, and Chris and Bucky,
  • 1:03:46
I'll let you give a few more comments
  • 1:03:47
before I preface the video.
  • 1:03:49
Oh, I do have a question for the community as well.
  • 1:03:51
Oh, yeah, sure.
  • 1:03:53
But you guys can go ahead.
  • 1:03:55
I was just gonna add that buy orders
  • 1:03:58
also benefit from citizen contribution, right?
  • 1:04:01
It will generate mandates
  • 1:04:03
if citizens are participating in these buy orders.
  • 1:04:08
So, the question that people are a little confused about
  • 1:04:10
is they're wondering if you can explain
  • 1:04:12
the difference between a buy order is versus a commission.
  • 1:04:17
Yeah, so a buy order is strictly material-based, right?
  • 1:04:21
And you don't accept a buy order and then go do it.
  • 1:04:24
It is something that you can just check your node UI,
  • 1:04:28
or you can check the nodes around you
  • 1:04:30
to see what they have active,
  • 1:04:32
and you can just go do it and come back
  • 1:04:34
and participate or fulfill these buy orders.
  • 1:04:38
Whereas a commission is,
  • 1:04:39
a mayoral commission is more like a quest.
  • 1:04:41
It's something you pick up and then it tracks your activity
  • 1:04:43
while you have it.
  • 1:04:44
Yeah, think of commissions like,
  • 1:04:47
there is the Sherwood Forest is nearby,
  • 1:04:50
and there's a number of wolves
  • 1:04:51
that have been attacking the villagers,
  • 1:04:53
and we need your support in taking care of those wolves.
  • 1:04:57
Go out there now, citizen,
  • 1:04:58
and bring back pelts to prove your worthiness, right?
  • 1:05:01
That's a commission.
  • 1:05:02
Whereas a buy order is more like a person standing
  • 1:05:05
at an auction house saying,
  • 1:05:07
we're willing to buy this for this amount of money.
  • 1:05:09
Does anybody have this?
  • 1:05:10
Right, and you're coming up,
  • 1:05:11
checking your warehouse inventory,
  • 1:05:12
checking your inventory,
  • 1:05:13
and you're depositing that in exchange for the node currency,
  • 1:05:17
and that, then you're using the node currency
  • 1:05:19
to go interact with vendors and purchase vendors.
  • 1:05:22
Now, to be clear, node currency stays with the player,
  • 1:05:25
even if their node is destroyed or they drop citizenship.
  • 1:05:29
This is something that you have available to you
  • 1:05:31
and you carry forward to your next location,
  • 1:05:33
but you may only spend your node currency
  • 1:05:35
at nodes that you're a citizen of.
  • 1:05:37
And also, you have to have enough node rep
  • 1:05:39
to be able to buy certain tiers of things from the node
  • 1:05:42
with your node currency.
  • 1:05:43
Correct.
  • 1:05:44
Even though currency is generic,
  • 1:05:45
you still need the rep with the node
  • 1:05:46
to unlock better purchases.
  • 1:05:47
Correct, and guys,
  • 1:05:49
I said this at the start of this presentation,
  • 1:05:51
that nodes is the most complex system
  • 1:05:54
that exists within Ashes of Creation.
  • 1:05:56
It is arguably one of the more complex systems
  • 1:05:58
that probably exists across MMORPGs as a whole,
  • 1:06:01
and what I would say is what Bucky just commented on,
  • 1:06:04
which is node reputation,
  • 1:06:06
is a separate mechanic that also deals as a predicate
  • 1:06:10
for the vendors that you have access to as a player.
  • 1:06:14
And so you can establish that node reputation
  • 1:06:16
by doing certain activities within the node,
  • 1:06:18
by progressing within certain social organizations
  • 1:06:20
or certain religions within the node,
  • 1:06:23
and then that predicate serves as your access
  • 1:06:25
either to items granularly within a vendor's access table
  • 1:06:29
or to just vendors as a whole.
  • 1:06:31
It just kind of depends,
  • 1:06:32
and there's different thresholds you have to meet
  • 1:06:34
across different vendors.
  • 1:06:36
Yes, it is, and almost every system interacts
  • 1:06:40
with nodes in some way.
  • 1:06:41
It's a little crazy,
  • 1:06:43
so we'd be here all day if we went through everything,
  • 1:06:45
but we will give you snippets here and there
  • 1:06:48
throughout the upcoming months,
  • 1:06:49
so this won't be the only thing.
  • 1:06:50
Just hold tight.
  • 1:06:52
Yes, and on that point,
  • 1:06:54
I do wanna pretext to a degree
  • 1:06:58
what we're going to be showing here.
  • 1:07:00
And I know, Margaret, you have prepared a video
  • 1:07:03
to kind of give players some insight to...
  • 1:07:06
Can we answer one quick question,
  • 1:07:08
which is will buy orders include processed or final goods,
  • 1:07:11
or is it only just the raw materials?
  • 1:07:14
It will include raw materials and processed goods,
  • 1:07:16
but not final crafts.
  • 1:07:18
Okay, cool, cool.
  • 1:07:19
Now I can play the video for you, Stephen.
  • 1:07:22
Cool, so before we play that,
  • 1:07:24
let me just preface something.
  • 1:07:26
So it has been roughly two years
  • 1:07:31
since you guys have been inside of a node.
  • 1:07:35
And always, as usual,
  • 1:07:38
I say that things are works in progress,
  • 1:07:40
art is constantly moving forward,
  • 1:07:42
things are constantly getting better,
  • 1:07:44
and you guys get to watch that progress
  • 1:07:47
as part of our development journey.
  • 1:07:50
And not everybody is built for that,
  • 1:07:52
but you guys are here,
  • 1:07:54
and you guys are watching,
  • 1:07:55
and you're giving us your feedback,
  • 1:07:56
and it's very important to us.
  • 1:07:58
And what we're going to be showcasing today
  • 1:08:00
we can't showcase everything, right?
  • 1:08:03
Some things are still in development,
  • 1:08:05
some things have yet to be developed.
  • 1:08:07
And what we are wanting to showcase to you
  • 1:08:11
is a village update,
  • 1:08:13
where we're showcasing some of the interactions
  • 1:08:15
we just discussed in this slideshow,
  • 1:08:17
such as mayoral activities, taxes,
  • 1:08:20
the initiation of buy orders,
  • 1:08:21
the completion of those buy orders,
  • 1:08:23
the use of inventory systems within the node
  • 1:08:27
to begin a construction sequence,
  • 1:08:30
interacting with the environment,
  • 1:08:32
and most importantly is now,
  • 1:08:35
the visual representation of the node structure
  • 1:08:38
at the village stage.
  • 1:08:40
And this is something that is representative
  • 1:08:43
of the quality that we intend to have with nodes
  • 1:08:48
for launch, and it is for Alpha 2.
  • 1:08:50
But what's most important from you guys
  • 1:08:52
when you are watching this is to give us,
  • 1:08:54
and it's about an hour long video,
  • 1:08:55
so I told you today is going to be a doozy,
  • 1:08:58
or Margaret told you today is going to be a doozy.
  • 1:09:00
But it is something.
  • 1:09:03
I think it's like 32 minutes, not actually an hour.
  • 1:09:05
Oh, I thought it was like 52 minutes.
  • 1:09:07
I was watching it last night.
  • 1:09:09
Did I watch the wrong video?
  • 1:09:10
I might.
  • 1:09:11
Did you have the wrong video?
  • 1:09:12
Uh oh.
  • 1:09:13
I thought it was 52 minutes.
  • 1:09:15
Oh no, my phone died.
  • 1:09:17
Okay, well, it's either 30 minutes or 52.
  • 1:09:20
I'm pretty sure it's 52, but we'll see.
  • 1:09:23
And so my point is that when you guys are watching this,
  • 1:09:27
the best point of feedback is obviously
  • 1:09:29
going to be along the systems design that we just discussed,
  • 1:09:32
but keeping in mind that these systems are created
  • 1:09:35
when you're giving that feedback
  • 1:09:36
in a very intricate and interconnected way,
  • 1:09:39
and we don't have the ability to communicate
  • 1:09:41
all of the intent and purpose,
  • 1:09:43
and all of the designs that are associated with it.
  • 1:09:45
So when you're giving feedback there,
  • 1:09:46
try not to think about the niche points
  • 1:09:49
that we may have already addressed,
  • 1:09:51
but more the overarching intent of the system
  • 1:09:53
and how you feel it will interface with you as a player.
  • 1:09:56
And when you're giving commentary on the visuals
  • 1:09:59
and the interactions that you're gonna see in this video,
  • 1:10:01
think about ways that you would like
  • 1:10:03
to see things done differently
  • 1:10:04
based off of examples that you give
  • 1:10:06
on our, in your past gaming experiences
  • 1:10:09
and what you enjoyed about what's been done visually.
  • 1:10:12
And we have an incredible art team here at Intrepid.
  • 1:10:14
Obviously our environment artists are always amazing.
  • 1:10:17
You're gonna be introduced to three of them
  • 1:10:20
in this live stream.
  • 1:10:22
But before we actually get into the video presentation,
  • 1:10:25
I wanna remind everyone where nodes have come from.
  • 1:10:29
And Richie S.H. who is one of our glorious content creators
  • 1:10:32
in the community, he made a video doing a walkthrough
  • 1:10:36
of a Alpha One nodes where the core functionality
  • 1:10:38
was present, the expansion, the development,
  • 1:10:40
the collection of experience.
  • 1:10:42
People saw them grow there.
  • 1:10:43
They saw the construction there,
  • 1:10:46
and they saw some of the interactions that we've detailed,
  • 1:10:48
but just take a look visually at where nodes have come from
  • 1:10:52
before you're about to see where nodes are now.
  • 1:10:54
And you are right, it's 53 minutes.
  • 1:10:57
Also Richie was on our Q&A that we did in April.
  • 1:11:00
So if you wanna check that out over on our YouTube channel,
  • 1:11:03
Steven answered a lot of great questions over there.
  • 1:11:05
And so we can play the video and talk over
  • 1:11:08
because we're watching it.
  • 1:11:10
Yeah, and as we're-
  • 1:11:11
It's 4K so it, we grabbed this earlier today, so.
  • 1:11:17
Oh, okay, hello there.
  • 1:11:20
Hello.
  • 1:11:21
Yeah, so just to give you guys context,
  • 1:11:23
this was back in Alpha One.
  • 1:11:25
This was a very bare bones representation of the node,
  • 1:11:30
but had a lot of the core functionality present
  • 1:11:32
from the collection of experience around it,
  • 1:11:36
the VassalShip system and locking out other nodes
  • 1:11:39
from progressing, vendor tables that became available
  • 1:11:42
and new nodes and excuse me, new story arcs
  • 1:11:45
and quests that were possible as a result,
  • 1:11:49
the purchasing of housing, the storage components,
  • 1:11:53
the citizenship and the mayoral election, right?
  • 1:11:56
All of this, the core functionality was there,
  • 1:11:58
but just to give you guys insight to development,
  • 1:12:01
this was not visually what we wanted to represent
  • 1:12:04
for the node, but served its purpose at the time.
  • 1:12:06
And so what we are going to see now is nodes for Alpha Two,
  • 1:12:13
the village update, and we're gonna be showing more
  • 1:12:15
about nodes as we move forward towards Alpha Two,
  • 1:12:18
but this is an hour long video you're about to watch
  • 1:12:20
that gives you insight to where we are now.
  • 1:12:22
And with that, enjoy the show.
  • 1:12:27
Send nodes.
  • 1:12:28
Send nodes.
  • 1:12:30
We are sending nodes.
  • 1:12:31
And welcome everyone to another live stream here
  • 1:12:56
in the world of Vera and boy,
  • 1:12:58
do we have an exciting stream today.
  • 1:13:01
We are back again looking at one of the most defining features
  • 1:13:08
of Ashes of Creation, the node system.
  • 1:13:12
And I am joined today by regular face on the live stream.
  • 1:13:19
One of our glorious senior designers, Mr. Chris.
  • 1:13:22
How you doing, Chris?
  • 1:13:23
I'm doing swell.
  • 1:13:24
I don't know if I'd say regular though.
  • 1:13:26
Well, I mean, well, you know, there's once before.
  • 1:13:28
There's one other time.
  • 1:13:30
It's regular now it's two times.
  • 1:13:31
That's a regular thing, right?
  • 1:13:33
I don't know.
  • 1:13:33
I feel like you're a regular on the stream.
  • 1:13:35
That's true.
  • 1:13:36
That's true.
  • 1:13:37
It's true.
  • 1:13:38
All right, I apologize.
  • 1:13:39
We are joined once again by one of our glorious designers,
  • 1:13:42
Mr. Chris.
  • 1:13:43
How you doing, buddy?
  • 1:13:45
Thanks for having me.
  • 1:13:46
It's great to be here.
  • 1:13:47
And for those of you who don't know,
  • 1:13:49
Chris is our resident expert when it comes to nodes.
  • 1:13:53
He lives, eats, breathes and any other normal bodily function
  • 1:13:58
that's required revolves around the node system.
  • 1:14:02
So I'm glad to have you with us because
  • 1:14:06
you know what there needs to be known about nodes.
  • 1:14:09
Where are we?
  • 1:14:10
Oh, sorry.
  • 1:14:11
We're, yeah, lots of things need to be known,
  • 1:14:13
but we're outside of a beautiful node
  • 1:14:16
that's around the corner a little bit.
  • 1:14:18
Okay, and I believe I am the self-appointed mayor
  • 1:14:23
of this node for the purposes of what we're going
  • 1:14:24
to be demonstrating a little bit later.
  • 1:14:26
Yeah, the citizens aren't super happy
  • 1:14:28
that you, you know, invalidated the election process, but.
  • 1:14:32
Wow.
  • 1:14:34
Wow.
  • 1:14:35
It's not an invalidation.
  • 1:14:36
It's a reaffirmation of the correct election process.
  • 1:14:42
So tell me what we're doing out here today.
  • 1:14:43
What are we gonna be showcasing here?
  • 1:14:45
It's been a long time since we've actually taken a look
  • 1:14:48
at nodes, as many of you know.
  • 1:14:50
The last time we saw nodes was back during Alpha 1
  • 1:14:53
in August of 2021.
  • 1:14:55
Wow.
  • 1:14:57
And nodes during that time were,
  • 1:15:00
you know, relatively early functional version.
  • 1:15:04
They had a lot of the core systems
  • 1:15:05
and functionality present that we saw,
  • 1:15:07
which was, you know, constructing buildings
  • 1:15:09
and participating in quest hubs.
  • 1:15:11
They were able to purchase housing and become citizens.
  • 1:15:16
There was all that there,
  • 1:15:17
but they were a very early representation of it
  • 1:15:20
and definitely not visually or aesthetically
  • 1:15:23
what we wanted to present.
  • 1:15:24
That's going to be part of what we're showing,
  • 1:15:26
but what are we doing out here today?
  • 1:15:27
And let me, while you tell me what we're doing,
  • 1:15:29
I'm just going to adjust some of the, the winds.
  • 1:15:31
Yeah, for sure.
  • 1:15:33
Well, today we're going to walk through kind of the
  • 1:15:37
general process of what it takes to build a building.
  • 1:15:40
You know, we're going to get some materials.
  • 1:15:42
We're going to get the nodes some materials.
  • 1:15:45
We're going to get the nodes some money
  • 1:15:47
and we're going to build ourselves a little service building.
  • 1:15:49
Nice. So we're going to go generally around the loops
  • 1:15:52
that players can expect.
  • 1:15:53
And obviously nodes are a huge system.
  • 1:15:56
They are, as I said,
  • 1:15:58
one of the defining features of Ashes of Creation,
  • 1:15:59
what sets us apart from other MMOs.
  • 1:16:01
They reflect the change that exists within the environment
  • 1:16:04
based off of player activity, player actions,
  • 1:16:07
and players have governance over these nodes,
  • 1:16:09
both from a mayoral perspective
  • 1:16:11
and the way that citizens interact with the decisions
  • 1:16:14
that the mayor is, is, is utilizing.
  • 1:16:16
And as a mayor, one of those core loops is,
  • 1:16:19
as you mentioned, buy orders.
  • 1:16:21
Tell me, should I be starting one of these?
  • 1:16:23
How would I go about doing that?
  • 1:16:24
Yeah, so you probably should do that.
  • 1:16:26
There is a lovely menu you can open
  • 1:16:29
with the node button, N.
  • 1:16:32
Okay. All right.
  • 1:16:33
Oh, I see the node here.
  • 1:16:36
And then you're going to go to the treasury page.
  • 1:16:39
Got it. I am on the treasury.
  • 1:16:40
And I see there's a number of different items
  • 1:16:42
in our node inventory.
  • 1:16:44
Yeah, so these are node commodities
  • 1:16:48
and they're the resources the node uses
  • 1:16:50
for lots of things like siege defense.
  • 1:16:53
They're going to use it for maintenance.
  • 1:16:55
They're going to use it to build buildings.
  • 1:16:56
They're going to trade it with other nodes.
  • 1:16:59
Cool.
  • 1:17:01
And these are essentially the resources
  • 1:17:02
that the node are going to be using
  • 1:17:04
in order to initiate those activities
  • 1:17:07
that like construction projects you were mentioning
  • 1:17:08
or trading with other nodes.
  • 1:17:11
And what is the method by which we actually acquire
  • 1:17:14
as a node these goods?
  • 1:17:16
Because these goods are not things that exist
  • 1:17:18
within player inventories,
  • 1:17:20
but rather they are generated by players
  • 1:17:23
interfacing with the environment in some way, shape or form
  • 1:17:26
and then bringing those materials to the node
  • 1:17:28
to get transitioned into these node inventory items.
  • 1:17:32
Exactly. So we're going to do what's called the buy order.
  • 1:17:34
So if you look in the bottom left of your treasury screen
  • 1:17:37
you're going to see a little plus button.
  • 1:17:40
You can click that and it'll open you up to a big list
  • 1:17:44
of commodities that you can select
  • 1:17:46
to kind of set some settings on the buy orders.
  • 1:17:51
Okay, cool. This is looking good.
  • 1:17:53
And just always, as usual guys,
  • 1:17:55
everything that you see is a work in progress.
  • 1:17:58
We are moving towards our alpha two.
  • 1:17:59
So you get to see as part of our open development,
  • 1:18:01
you know, things that are still works in progress
  • 1:18:03
like the UI, this is a functional UI system
  • 1:18:06
but it is not the version of our final UI artistically.
  • 1:18:11
Same is true for everything you see
  • 1:18:12
in the environments and in the world.
  • 1:18:14
So what should I be selecting today?
  • 1:18:18
What do we need? What are we trying to build?
  • 1:18:21
You're going to need some bins of stone.
  • 1:18:23
We're going to build a forge today or a smithy.
  • 1:18:26
We renamed it. It's not a forge anymore.
  • 1:18:28
Okay, cool.
  • 1:18:31
And you need bins of stones for it.
  • 1:18:34
All right. So I see bins of stone
  • 1:18:35
in the industrial goods section.
  • 1:18:38
And over on the right-hand side,
  • 1:18:39
I see that I have the ability as the mayor
  • 1:18:42
to customize the buy order.
  • 1:18:45
And what elements of this would I want to customize and why?
  • 1:18:50
Yeah. So the first thing you see at the top
  • 1:18:53
is the recipe, right?
  • 1:18:54
The recipe is going to change the mins and maxes
  • 1:18:58
of the parameters you see below,
  • 1:19:00
how much you can pay players for these items,
  • 1:19:03
how long you can keep them active.
  • 1:19:05
And the ingredients are options you have
  • 1:19:10
for the recipe that you've picked, right?
  • 1:19:13
For different materials.
  • 1:19:14
So obviously not all materials are going to be local
  • 1:19:17
to all locations.
  • 1:19:18
So kind of picking the right things
  • 1:19:21
to either incentivize players from a long distance
  • 1:19:25
to bring things to you or picking things local
  • 1:19:28
because you need them now and you need them fast
  • 1:19:30
and you need them for a low amount of investment.
  • 1:19:34
Okay. So the first thing I'm looking at
  • 1:19:36
is this purchase price.
  • 1:19:38
And is this what I'm paying players essentially
  • 1:19:41
from the node treasury on a per item basis
  • 1:19:45
of these materials?
  • 1:19:47
So a buy order comes as a package.
  • 1:19:50
So players deliver them as a package.
  • 1:19:53
And you're paying per package functionally,
  • 1:19:56
but that is not in gold, it's in node currency,
  • 1:19:59
which is the primary way that nodes
  • 1:20:01
are going to reward players.
  • 1:20:03
Okay, cool.
  • 1:20:04
And so when I'm purchasing that package,
  • 1:20:08
is it that I'm buying one basalt and one halcyonite
  • 1:20:11
and that is a package?
  • 1:20:12
Or am I buying 50 basalt and 50 halcyonite
  • 1:20:15
and that is a package?
  • 1:20:17
That's going to depend on the recipe.
  • 1:20:19
But so it's not exactly always going to be
  • 1:20:23
the same amount of each.
  • 1:20:25
And the amounts it's per package will vary
  • 1:20:29
based on the amount of investment the node
  • 1:20:31
has to put into the buy order.
  • 1:20:34
Okay, cool.
  • 1:20:34
All right, so I'm going to set this,
  • 1:20:38
because I am a benevolent mayor
  • 1:20:40
and I believe that people should be rewarded
  • 1:20:43
for their hard work and effort in helping to establish
  • 1:20:46
what the node that we are collectively a part of needs.
  • 1:20:49
And I'm going to set that to two, right?
  • 1:20:51
Just above the minimum.
  • 1:20:54
Just barely above it.
  • 1:20:56
The more you pay, the more it will cost
  • 1:20:58
the node's treasury.
  • 1:20:59
Oh, okay, maybe I'll set this back down to one.
  • 1:21:01
No, I'm just kidding.
  • 1:21:02
I'm just kidding.
  • 1:21:04
Now you see why the citizens are mad.
  • 1:21:07
Wait a minute, they're not mad, they're perfectly happy.
  • 1:21:09
We just had an election last week.
  • 1:21:10
There's a 99% approval rating for me.
  • 1:21:14
So, and that 1%, they mysteriously left the node.
  • 1:21:17
I don't know where they went.
  • 1:21:19
They were in a plane.
  • 1:21:20
No, I'm just kidding.
  • 1:21:21
Okay, so all right, duration-wide.
  • 1:21:24
Duration-wise, let's see, three days.
  • 1:21:26
Now, is this the amount of time that players
  • 1:21:28
have the opportunity to kind of turn these things in?
  • 1:21:31
Exactly, so the last slider that you have there is quantity.
  • 1:21:36
And basically, when you initiate a buy order,
  • 1:21:38
the node is paying for it, right?
  • 1:21:41
So regardless of whether players finish it,
  • 1:21:45
you've paid for it.
  • 1:21:46
So the longer it's up, the more likely you are
  • 1:21:49
to get paid out.
  • 1:21:52
But the shorter windows allow people to kind of capitalize
  • 1:21:55
on it, the early bird gets the worm.
  • 1:21:59
And just to be clear, I know exactly what many
  • 1:22:02
of the people in the audience are thinking,
  • 1:22:04
that if I was the mayor and I knew what types of buy orders
  • 1:22:09
I was intending to launch at some date,
  • 1:22:13
I could inform via some type of insider trading
  • 1:22:18
what that is going to be so that people had time
  • 1:22:20
potentially to bring those resources to the node
  • 1:22:22
in advance and purchase out all the buy orders.
  • 1:22:26
Yeah, that is definitely true.
  • 1:22:28
The mayor does have some power to give people warning,
  • 1:22:34
but they also have the power to pull the rug out
  • 1:22:36
from under those people too, right?
  • 1:22:38
Tell them you need bins of stone and you're gonna,
  • 1:22:41
you need basalt and halcyonite, but you actually use iron.
  • 1:22:48
Okay, interesting.
  • 1:22:49
And then that way, if they are bringing those things,
  • 1:22:52
usually via caravan, given that a lot of the quantities
  • 1:22:54
for these types of buy orders are gonna be relatively large
  • 1:22:57
in order to accommodate the necessary material components
  • 1:23:00
that the node requires, they might be subject
  • 1:23:03
to attack potentially, right?
  • 1:23:05
And so reputation matters here.
  • 1:23:07
So I see that in choosing quantity,
  • 1:23:09
I'm choosing 116 different packages,
  • 1:23:11
which means I'll get 116 basalt and 116 halcyonite,
  • 1:23:15
and that will help us to finish this project, yeah?
  • 1:23:20
Correct.
  • 1:23:21
All right, so I'm gonna go ahead and schedule this order.
  • 1:23:24
Order details, okay, yes, let's see.
  • 1:23:28
Oh, okay, so this package has a,
  • 1:23:29
it's not a one-to-one per se.
  • 1:23:31
This is 117 packages, which will constitute total of 696
  • 1:23:36
basalt and 232 halcyonite.
  • 1:23:39
Total reserve cost is 25.
  • 1:23:41
I'm gonna confirm this.
  • 1:23:43
All right, there we go.
  • 1:23:45
All right, so it's kicking off.
  • 1:23:47
All right, so I assume you've brought me out here,
  • 1:23:49
and I don't normally participate in direct menial labor
  • 1:23:53
as the mayor of this node, but for demonstration purposes,
  • 1:23:56
I will help you collect some of these resources.
  • 1:24:03
I see we're out here in a beautiful part of the world.
  • 1:24:05
This is obviously the Riverlands,
  • 1:24:07
which many of our audience are accustomed to seeing.
  • 1:24:11
This will be one of the primary locations
  • 1:24:14
that we will be testing for Alpha-2.
  • 1:24:16
It is expansive, it is large.
  • 1:24:18
It is probably larger than most MMOs,
  • 1:24:20
just as a single biome that people have participated in.
  • 1:24:24
But I see we have some familiar halcyonite here.
  • 1:24:27
Yep, I've got some insider information
  • 1:24:29
from the artisanship team on where we need to go.
  • 1:24:32
Nice, very cool.
  • 1:24:35
Ah, we've added some blue smoke, I see,
  • 1:24:37
to the effects here.
  • 1:24:42
Looks very good.
  • 1:24:44
I see some basalts here as well.
  • 1:24:46
And so players who are interested in seeing
  • 1:24:49
this kind of update at the node
  • 1:24:52
of the necessary materials requested,
  • 1:24:58
not all the time will those materials be
  • 1:25:00
in the locality of that node, right?
  • 1:25:02
That's, as you were mentioning, a bit strategic
  • 1:25:04
for the node to either select material components
  • 1:25:07
that yield the type of node inventory items necessary
  • 1:25:10
or commodities necessary based on the geolocation of that.
  • 1:25:14
Correct, and they might not even have access to bioters
  • 1:25:18
for certain node commodities that are local to them, right?
  • 1:25:24
So higher tier commodities will be further away.
  • 1:25:29
Very cool.
  • 1:25:31
And will players around the world have an opportunity
  • 1:25:34
to inspect the types of bioters that are currently listed
  • 1:25:37
at a particular node?
  • 1:25:41
Yeah, they will be able to.
  • 1:25:42
Cool, very cool.
  • 1:25:44
So those of you who are traders and are interested in kind of,
  • 1:25:47
I'm gonna start moving down this road now.
  • 1:25:48
Those of you who are traders and are interested
  • 1:25:50
in actually capitalizing on the supply and demand of nodes
  • 1:25:56
and their competing interests
  • 1:25:58
and what they're trying to accomplish
  • 1:25:59
will have an opportunity to move those goods
  • 1:26:03
around the world, take that risk potentially,
  • 1:26:06
but receive a high reward as a result.
  • 1:26:11
Exactly.
  • 1:26:12
Ooh, I see we have someone up ahead here.
  • 1:26:14
Who is this?
  • 1:26:16
Oh! Looks like a lovely guard.
  • 1:26:19
A guard doing his duty.
  • 1:26:21
Let me pay him a visit and tell him
  • 1:26:25
how wonderful of a job he is doing.
  • 1:26:29
Fare thee well, God.
  • 1:26:31
Hello.
  • 1:26:33
Stop when your mayor is talking.
  • 1:26:35
Hey.
  • 1:26:37
Listen, they're busy people.
  • 1:26:38
Does he not recognize my authority?
  • 1:26:41
And is he stretching in front of me?
  • 1:26:45
Do I bore you?
  • 1:26:48
Unbelievable.
  • 1:26:49
We're gonna have to talk with his commander.
  • 1:26:51
This is a beautiful area.
  • 1:26:53
I mean, the environment team did a phenomenal job,
  • 1:26:55
obviously, always.
  • 1:26:58
And I think one of the big things
  • 1:27:00
that people are gonna be in for a surprise here
  • 1:27:03
as we showcase this glorious node.
  • 1:27:07
Where are we going?
  • 1:27:07
By the way, this is Winstead.
  • 1:27:09
This is the lovely Winstead node.
  • 1:27:11
So one of the biggest differences
  • 1:27:14
that people are going to notice today,
  • 1:27:16
and of course it's very important to keep in mind,
  • 1:27:20
I'll go into walk mode here, I don't run into my own node.
  • 1:27:24
It's very important to keep in mind
  • 1:27:26
that nodes in Alpha 1, the last time we saw them,
  • 1:27:31
are very placeholder.
  • 1:27:32
Right, as I said, they were core functionality,
  • 1:27:34
but artistically, they did not represent
  • 1:27:36
the aesthetic of nodes that we were intending
  • 1:27:37
to create.
  • 1:27:40
And the environment team has been hard at work
  • 1:27:44
in creating, obviously, the different stages
  • 1:27:46
of these nodes, but also in representing
  • 1:27:49
the type of visual fidelity that we want to represent
  • 1:27:51
within the cities of our game.
  • 1:27:54
And I believe that we have arrived at Winstead
  • 1:28:00
and we are joined by some additional glorious members
  • 1:28:04
of the development team.
  • 1:28:05
I see two of them here.
  • 1:28:07
We have Mr. Tristan, our lead environment artist.
  • 1:28:10
Tristan, how you doing, buddy?
  • 1:28:12
Hello, welcome, doing very well, how are you?
  • 1:28:14
I am doing very good.
  • 1:28:15
We just went for a little stroll, got some resources,
  • 1:28:18
and now we're showing up back to the node.
  • 1:28:19
You got everything we need?
  • 1:28:21
I do, I think I have everything we need.
  • 1:28:24
We also have with us, I see, Adam.
  • 1:28:27
How you doing, buddy?
  • 1:28:28
I am good, thank you.
  • 1:28:30
Another one of our glorious environment artists.
  • 1:28:32
Yes, and there's one more missing.
  • 1:28:35
He's around here somewhere.
  • 1:28:36
What, where is he?
  • 1:28:39
Is he over here, what is this?
  • 1:28:40
Is this the caravansary, by the way?
  • 1:28:42
It is the caravansary.
  • 1:28:45
Very cool, I'm gonna come look over there,
  • 1:28:48
but let me just take a look at what's going on
  • 1:28:50
in here real quick.
  • 1:28:52
Beautiful.
  • 1:28:54
And this is where players will have an opportunity
  • 1:28:56
to reserve certain caravan stalls.
  • 1:28:58
They'll be able to kit out and we'll be showcasing this
  • 1:29:01
in a future livestream, probably a couple months away or so,
  • 1:29:04
where you can kit out your caravan
  • 1:29:06
with different components, you can upgrade these,
  • 1:29:09
and that is a default building, correct?
  • 1:29:11
The nodes don't select and create those by agency,
  • 1:29:14
but they come by default.
  • 1:29:16
Yeah, that is a building that comes with the node,
  • 1:29:18
though it is upgradable by the node.
  • 1:29:20
I see.
  • 1:29:21
Now where is our third, where is James?
  • 1:29:26
Hello.
  • 1:29:27
Oh, we have found him, welcome, James.
  • 1:29:31
I was just doing some stuff at my house,
  • 1:29:33
wasn't really a citizen.
  • 1:29:34
I was able to get some real estate.
  • 1:29:37
Very nice, okay, look at that,
  • 1:29:39
beautiful little house you have there.
  • 1:29:41
It's quaint, I think that's the appropriate term, right?
  • 1:29:44
Quaint?
  • 1:29:44
Are you paying your taxes on that?
  • 1:29:46
You don't really pay us enough, so.
  • 1:29:48
Unbelievable, unbelievable.
  • 1:29:51
It is not the mayor's job to assign these salaries.
  • 1:29:54
This is a purely capitalist society.
  • 1:29:57
You need to speak to your corporate head.
  • 1:30:01
I didn't vote for you.
  • 1:30:02
Oh, no.
  • 1:30:07
We'll be talking after this stream.
  • 1:30:09
I gotta hit with some bad news, James is invisible.
  • 1:30:12
Oh, James, where are you?
  • 1:30:15
I drank a potion of invisibility.
  • 1:30:17
Oh, very nice, I can see you, James,
  • 1:30:19
I think you look very nice for me.
  • 1:30:22
That's because you're the mayor.
  • 1:30:24
Yes, that is correct, I see all, I'm the mayor of Sauron.
  • 1:30:27
No, I'm just kidding.
  • 1:30:28
Well, let's head into the node
  • 1:30:31
and take a look here.
  • 1:30:34
This is, I mean, truly a sight to see.
  • 1:30:38
I love the layout, I love the aesthetic.
  • 1:30:41
You guys did a phenomenal job
  • 1:30:44
with actually representing, I think,
  • 1:30:46
what we want out of the node.
  • 1:30:49
I mean, visually, it's just, it looks great.
  • 1:30:51
Oh, look at the little piglet.
  • 1:30:54
Yeah, you might find a few little small farm animals
  • 1:30:57
to hang out with around the town.
  • 1:30:59
Those guys are great, little piglet.
  • 1:31:02
Talk to me a little bit about what it took
  • 1:31:04
to bring this node online
  • 1:31:05
and to the visual fidelity that we wanted to.
  • 1:31:10
A lot.
  • 1:31:11
A lot said here.
  • 1:31:15
There's far more than just making the art here look good.
  • 1:31:18
It's also anticipating how we're gonna approach
  • 1:31:21
eight different races or more
  • 1:31:24
in terms of the amount of assets that we have to create.
  • 1:31:26
So it's more of a, it's not just an artistic problem,
  • 1:31:30
it's a logistic problem, right?
  • 1:31:31
So we have so much to do when it comes to the world
  • 1:31:37
in terms of the biomes
  • 1:31:38
and making this all work and functional
  • 1:31:40
because all this is dynamic.
  • 1:31:42
This isn't set in stone.
  • 1:31:43
This is something that's going to be spawned
  • 1:31:45
and created by the players
  • 1:31:46
and then built up by the players.
  • 1:31:48
And that, of course, makes it entirely more complex.
  • 1:31:52
100%.
  • 1:31:53
Yes.
  • 1:31:54
We had to develop new systems
  • 1:31:55
for how we develop the art, how we lay out the art,
  • 1:31:58
how design can use the art,
  • 1:32:01
just so that it can be dynamic,
  • 1:32:04
it can be different races,
  • 1:32:06
and it can show up in different biomes.
  • 1:32:08
Yeah.
  • 1:32:10
Yeah, not to mention we had to build up a new aesthetic
  • 1:32:13
to really sell an Ashes of Creation look.
  • 1:32:18
Steven, before you go any further,
  • 1:32:19
can I show you something real quick?
  • 1:32:21
Yes, absolutely.
  • 1:32:23
Right back over here.
  • 1:32:26
You just come back here.
  • 1:32:27
I am on my way.
  • 1:32:31
Where, oh, this is cool.
  • 1:32:32
So there's like these little back alley areas where-
  • 1:32:35
You know, Tristan, why don't you go with him?
  • 1:32:37
No, no.
  • 1:32:38
Yeah, no, that's okay.
  • 1:32:39
We posted something up here.
  • 1:32:41
Oh, what is this?
  • 1:32:42
Who's that little fella?
  • 1:32:44
Who is Tristan?
  • 1:32:46
Have you seen me?
  • 1:32:48
Who is that?
  • 1:32:49
I don't see him.
  • 1:32:50
Who is that guy?
  • 1:32:51
Is that Tristan?
  • 1:32:52
Yeah.
  • 1:32:53
Is that Lord Snot himself?
  • 1:32:55
Oh, wow.
  • 1:32:57
I am currently on the missing board.
  • 1:32:59
You're on the missing board.
  • 1:33:02
That's all right.
  • 1:33:03
At least people care about me.
  • 1:33:04
Hey.
  • 1:33:05
Aw.
  • 1:33:06
They're sad that I'm missing.
  • 1:33:07
No, you have a bounty on your head.
  • 1:33:09
Yeah, the reward is 10 cents.
  • 1:33:13
Well, I'll take it.
  • 1:33:16
At least somebody's paying attention to me
  • 1:33:17
and where I am and where my whereabouts are.
  • 1:33:20
That is hilarious.
  • 1:33:23
So talk to me a little bit about,
  • 1:33:25
we're going to get back to the systems real quick
  • 1:33:27
in a second, guys, but I want to just kind of go over
  • 1:33:30
what are some of the unique hurdles
  • 1:33:33
that we are accomplishing through the development
  • 1:33:35
of these nodes, especially considering that they have
  • 1:33:37
to go through multiple different stages of development
  • 1:33:41
from crossroads to encampment to village to town to city
  • 1:33:45
to eventually these large metropolises
  • 1:33:49
and how that makes this a very complicated process
  • 1:33:52
for you guys.
  • 1:33:54
Yeah, I mean, essentially we have to plan
  • 1:33:55
for the buildings being able to expand,
  • 1:33:58
to get taller, to get bigger,
  • 1:34:00
and that has to happen from day one, right?
  • 1:34:03
Like we need to talk to concept and figure out
  • 1:34:05
how we get from, like you said, camp to metropolis
  • 1:34:09
and then kind of work within those bounds.
  • 1:34:13
And you know, there's been a lot of discoveries and pain
  • 1:34:17
and jubilation along the way, and this guy just died.
  • 1:34:22
I don't know.
  • 1:34:23
But yeah, it's a work in progress
  • 1:34:27
like it is for every stream, right?
  • 1:34:30
But I think we have a good start here
  • 1:34:32
and we'll be able to really kind of push forward
  • 1:34:36
and show progress in the future.
  • 1:34:39
Absolutely, it is a beautiful view, this area.
  • 1:34:44
And I know that there's been some changes
  • 1:34:47
kind of in how we anticipated node expansion working
  • 1:34:53
and utilizing a more district-oriented approach
  • 1:34:58
where expansions kind of are previewed
  • 1:35:01
or at least telegraphed to the node
  • 1:35:04
as development continues, as expansion grows,
  • 1:35:08
players start to see construction taking place
  • 1:35:11
within the node to represent those expanding areas.
  • 1:35:15
Yeah, that's right.
  • 1:35:16
As the mayor and the citizens start, you know,
  • 1:35:20
bringing more online with their node,
  • 1:35:22
you'll start to see the outskirts of say like this village,
  • 1:35:26
for instance, start to have little construction projects.
  • 1:35:29
Grass will be cleared.
  • 1:35:31
You'll start to see scaffolding
  • 1:35:33
and other things being placed as well as materials.
  • 1:35:35
And you'll start to see the village expand into a town
  • 1:35:40
and then a town into a city and so forth and so on.
  • 1:35:44
And it's really exciting to be able
  • 1:35:45
to kind of build those systems
  • 1:35:47
and visually still have them look, you know,
  • 1:35:51
well, you can see how it looks, but.
  • 1:35:53
Yeah, absolutely.
  • 1:35:55
And it's not just, you know, obviously for those of you
  • 1:35:58
who might be a little bit newer
  • 1:36:00
to the audience and the project,
  • 1:36:03
the systems that are in place to accompany
  • 1:36:06
this node progression, these city progressions
  • 1:36:09
across the world are really intended to be defined
  • 1:36:13
by player activity, player action, player choices.
  • 1:36:18
Whoops, I have a little bit of a weird mesh issue over there,
  • 1:36:21
but that's okay.
  • 1:36:23
The really meant to reflect the player choices, right?
  • 1:36:26
And that includes building construction.
  • 1:36:29
And as we were talking about earlier,
  • 1:36:31
these buy orders are the primary method
  • 1:36:33
by which nodes can procure the resources necessary.
  • 1:36:39
One of the other methods by which nodes can help
  • 1:36:44
kind of utilize that expansion
  • 1:36:47
is through treasury acquisition with taxation,
  • 1:36:50
with trade agreements and other nodes.
  • 1:36:52
Chris, we have some resources we've collected.
  • 1:36:55
Where are we gonna head to next to kind of utilize that?
  • 1:36:58
Well, if you'll follow me over here.
  • 1:37:01
All righty.
  • 1:37:02
We're gonna go to the warehouse.
  • 1:37:05
All right, I'm on my way with you to the warehouse.
  • 1:37:10
Now, this is a building that you're gonna manage
  • 1:37:13
your material and item storage.
  • 1:37:16
You're going to obviously interface
  • 1:37:18
with the buy order manager.
  • 1:37:20
I think he's called the requisition agent these days.
  • 1:37:23
All right.
  • 1:37:27
Cool.
  • 1:37:27
So if we're gonna wanna talk
  • 1:37:28
to this lovely fellow over here.
  • 1:37:32
This guy here?
  • 1:37:33
Yep.
  • 1:37:34
All right.
  • 1:37:36
Let's see here.
  • 1:37:37
Okay, here we go.
  • 1:37:38
All right, and as you see kind of the portrait
  • 1:37:40
still outstanding, you're gonna see that some of the UI.
  • 1:37:43
Greetings, citizen.
  • 1:37:44
I am tasked with purchasing goods, which,
  • 1:37:46
how dare him refer to me as a citizen?
  • 1:37:48
We need to fix the greeting tables.
  • 1:37:51
I mean, really, the disrespect.
  • 1:37:53
Okay, I am tasked with purchasing goods,
  • 1:37:56
which the node uses to construct and maintain
  • 1:37:58
its varied services.
  • 1:37:59
Would you like to see our current requisitions?
  • 1:38:01
I would indeed.
  • 1:38:04
Exchange rate, okay.
  • 1:38:06
All right.
  • 1:38:07
And so now anybody who is participating as a citizen
  • 1:38:12
or as just a player in the game can go to these locations
  • 1:38:15
and they can fulfill these buy orders.
  • 1:38:16
So right now I'm seeing that I can adjust the quantity
  • 1:38:19
of goods that I'm going to be offering to the node.
  • 1:38:23
And we might have a little bit of a problem here
  • 1:38:25
because it's saying that the total value of goods
  • 1:38:27
I want to contribute are 232 currency worth,
  • 1:38:30
gold worth, to the node.
  • 1:38:33
Well, you're exchanging two for every,
  • 1:38:36
you're getting two for every package you're fulfilling.
  • 1:38:39
And you can fulfill all of them, it looks like.
  • 1:38:43
Should I do that?
  • 1:38:44
I mean, do you want to share the love?
  • 1:38:50
Okay, I'll do that.
  • 1:38:51
So exchange, confirm, let's see here.
  • 1:38:53
Total materials, process this order for 232.
  • 1:38:56
I will confirm that.
  • 1:38:58
Boom, done.
  • 1:39:00
So now I have acquired node currency
  • 1:39:03
in exchange for these materials.
  • 1:39:09
Correct.
  • 1:39:10
Also, you did all of it.
  • 1:39:12
You didn't share anything.
  • 1:39:14
Uh-oh, what does that mean?
  • 1:39:17
Well, the currency is bound,
  • 1:39:18
so you can't trade it with anyone.
  • 1:39:21
So you fulfilled the whole buy order
  • 1:39:23
and you took all the reward.
  • 1:39:25
Oh, I thought you meant share as in like,
  • 1:39:29
I would take that and then later,
  • 1:39:31
I would use what I received
  • 1:39:34
and give those to other people in other means,
  • 1:39:36
like through servitude as a servant-oriented type leader.
  • 1:39:41
You know what I mean?
  • 1:39:42
Like, I didn't know you meant actually not fulfill the order.
  • 1:39:44
Listen, I need some node currency.
  • 1:39:47
Oh, I'm sorry, I didn't know that's what you meant.
  • 1:39:51
I thought you meant share as in like, me give more resources.
  • 1:39:55
Okay, will that be a problem or are we good?
  • 1:39:58
No, we're good, we're good.
  • 1:39:59
Oh, okay, okay, okay.
  • 1:40:00
I'm just a little hurt.
  • 1:40:01
Oh, I'm sorry, I didn't know that.
  • 1:40:03
Well, I can speak with a guy.
  • 1:40:03
I know some people here at this node.
  • 1:40:06
Okay, okay, for sure, hook me up.
  • 1:40:08
All right, so we've fulfilled this buy order.
  • 1:40:10
What is next in this loop?
  • 1:40:12
So now we are gonna talk about taxes.
  • 1:40:16
You just spent, as a node, 25 gold
  • 1:40:19
to initiate that buy order, right?
  • 1:40:22
Yes.
  • 1:40:23
Eventually we're gonna need.
  • 1:40:24
I see the treasury says I have 75 remaining.
  • 1:40:26
Yeah, and that should be enough to build the building,
  • 1:40:28
but you probably wanna start replenishing now, right?
  • 1:40:31
Yes.
  • 1:40:32
So you're gonna open up your node panel again.
  • 1:40:36
Okay.
  • 1:40:36
And take yourself to the treasury page.
  • 1:40:39
Done.
  • 1:40:40
And you're gonna look, there's a taxes area.
  • 1:40:44
Taxes area, taxes area.
  • 1:40:45
It says tax rates.
  • 1:40:47
Oh, I see that, okay.
  • 1:40:49
Tax rates.
  • 1:40:50
And you're gonna be able to adjust those as the mayor.
  • 1:40:53
So I wanna go to advanced details.
  • 1:40:55
Yep.
  • 1:40:56
Okay, oh, I see, okay, perfect.
  • 1:40:58
And so this is, I see that there are a number
  • 1:41:01
of different potential modifiers.
  • 1:41:04
These probably are going to be offered out
  • 1:41:09
as either the node levels up or as upgrades.
  • 1:41:12
How does that work?
  • 1:41:13
Talk to me a little bit about these modifiers.
  • 1:41:15
So at a high level in early node development,
  • 1:41:20
you're not gonna get access to a lot of these, right?
  • 1:41:22
This is probably pretty close to what a node level three
  • 1:41:25
is gonna end up getting.
  • 1:41:27
And we've broken the things that cost money in the node
  • 1:41:30
into different categories, right?
  • 1:41:32
As the node levels up, you're gonna get access
  • 1:41:35
to kind of deeper controls on the taxes
  • 1:41:38
so that you as a mayor can kind of incentivize players
  • 1:41:43
to come to your node to do certain things, right?
  • 1:41:45
If you're a node that loves smithing,
  • 1:41:49
you're probably gonna wanna lower your taxes on artisanship
  • 1:41:52
to incentivize players to be here.
  • 1:41:55
But then you might wanna drive up taxes and other avenues
  • 1:41:58
that players aren't necessarily coming to your node for,
  • 1:42:01
but are using out of convenience, right?
  • 1:42:05
Okay, cool.
  • 1:42:06
So we need to generate some more income.
  • 1:42:08
Yep, so I would recommend cranking those taxes.
  • 1:42:12
Oh my God.
  • 1:42:14
Oh man, not again.
  • 1:42:16
Oh, here we go.
  • 1:42:17
This is not me.
  • 1:42:18
This is, it takes a village, literally.
  • 1:42:22
Well, that's what we're doing right now.
  • 1:42:23
It takes from a village.
  • 1:42:24
It takes from a villager.
  • 1:42:27
And it goes to the roads, right?
  • 1:42:28
Yes, it goes to the potholes in the roads.
  • 1:42:31
There seems to be quite a lot of them here.
  • 1:42:34
I have adjusted the tax rate to 75%.
  • 1:42:38
All right, now if we go over here to this guy,
  • 1:42:42
you can go ahead and buy some stuff
  • 1:42:45
and 75% of the base cost of these items
  • 1:42:49
is going to go to the, is gonna go to the treasury.
  • 1:42:53
Ooh, let's see here.
  • 1:43:05
This is a bit grayed out for me.
  • 1:43:07
Maybe I don't, guys, again,
  • 1:43:08
you're gonna see some placeholder stuff.
  • 1:43:11
Looks like.
  • 1:43:12
I don't have room for some stuff,
  • 1:43:14
so I'm just gonna be killing some things.
  • 1:43:17
Nobody pay any attention to the non-existent icons.
  • 1:43:22
Yeah, some of that art is still pending.
  • 1:43:26
Okay, I will now interact with this gear vendor
  • 1:43:29
and let's see if he can sell me some items.
  • 1:43:34
You know, these are grayed out for me.
  • 1:43:36
Do you have any money?
  • 1:43:38
Oh my God, I have no money.
  • 1:43:41
It looks like you probably only have node currency.
  • 1:43:43
I need some money.
  • 1:43:47
I'm gonna use a cheat panel.
  • 1:43:48
Nobody look, this is a little bit of a cheat panel.
  • 1:43:51
Okay, you're gonna see where I can.
  • 1:43:55
You're saying your mayor's broke right now, right?
  • 1:43:57
We'll just pick up.
  • 1:43:59
Yeah, yeah, yeah, nobody sees anything.
  • 1:44:01
Maybe you did need that node currency more than I did.
  • 1:44:04
Yeah, so what do I do?
  • 1:44:06
Character gold, let me get some gold.
  • 1:44:11
Give gold, you know, I'm gonna give myself a thousand.
  • 1:44:16
And I will now speak with this individual again,
  • 1:44:19
who was so rude and curt with me
  • 1:44:21
when I tried to buy stuff from him.
  • 1:44:24
Didn't know who I was as the mayor.
  • 1:44:27
Okay, cool, so we wanna generate some currency for the node.
  • 1:44:30
We're just gonna demonstrate here making some purchases.
  • 1:44:36
Oops, I probably need to, hold on, sorry, my bad.
  • 1:44:40
I'm going to select some of these different items.
  • 1:44:49
How do I make that purchase?
  • 1:44:53
So I'm just selecting these items.
  • 1:44:55
Yep, you should just be able to right click them.
  • 1:44:58
Right click, oh, there we go, yeah, yeah, yeah, my bad.
  • 1:45:03
Okay, how much gold do we need for the node right now?
  • 1:45:06
This is more, not enough gold.
  • 1:45:08
Well, this is more not for you
  • 1:45:11
to just make a bunch of gold right away,
  • 1:45:12
but just to make sure we're getting more gold over time.
  • 1:45:15
We have enough to make the building.
  • 1:45:17
Okay, let me check the node treasury.
  • 1:45:20
The node treasury now has 112.
  • 1:45:22
That should be plenty.
  • 1:45:24
So now, you wanna build a building, Steven?
  • 1:45:28
I wanna build a building.
  • 1:45:30
All right, well, let's go have a nice little waltz.
  • 1:45:34
Well, actually, open your mayor panel here for us.
  • 1:45:38
Okay, mayor panel is open.
  • 1:45:41
And you're gonna hit N and go to the buildings tab.
  • 1:45:45
Done.
  • 1:45:46
Now, here you're gonna see a list
  • 1:45:48
of all the buildings we currently have constructed.
  • 1:45:51
Since this is a pretty new node,
  • 1:45:53
all the buildings in this list
  • 1:45:55
are what we call default buildings,
  • 1:45:58
which means they come pre-constructed with the node.
  • 1:46:01
But if you scroll all the way down to the bottom,
  • 1:46:03
you're gonna see the empty plots.
  • 1:46:06
Okay, very cool.
  • 1:46:08
And just to be clear,
  • 1:46:09
the default buildings are offering default services,
  • 1:46:13
as you were saying, apartments, warehouse for storage,
  • 1:46:17
or the caravansary for the caravans
  • 1:46:21
and reception of those caravans.
  • 1:46:24
All nodes will have a base default list of services
  • 1:46:28
that are offered regardless of type.
  • 1:46:31
And then what we're doing now is we're specializing the node
  • 1:46:35
to cater specific services
  • 1:46:37
in order to draw traffic of players to us.
  • 1:46:40
Right, yeah, all the services that come default
  • 1:46:43
with the node we've kind of,
  • 1:46:44
as a design team, deemed essential, right?
  • 1:46:48
We want caravans to move around the world
  • 1:46:50
so everyone should have a caravansary.
  • 1:46:51
We want players to have storage
  • 1:46:53
so everyone should have a warehouse, right?
  • 1:46:55
But that doesn't mean those default buildings
  • 1:46:56
can't be upgraded and specialized themselves, right?
  • 1:47:00
Awesome.
  • 1:47:01
But the empty plots are where you really get
  • 1:47:04
to start specializing your node.
  • 1:47:07
All right, and I see a smithy under artisanship.
  • 1:47:12
Correct.
  • 1:47:14
Okay, I've selected the building.
  • 1:47:16
Yep.
  • 1:47:18
Oh, okay, here we go.
  • 1:47:19
We have a little bit of a tree here
  • 1:47:20
that talks about its expansions.
  • 1:47:23
Yeah, so buildings can expand,
  • 1:47:26
and as I kind of alluded to with the default buildings,
  • 1:47:28
they specialize as they expand, right?
  • 1:47:30
So this isn't like a traditional field tree.
  • 1:47:34
It's exclusionary, more like a tech tree, right?
  • 1:47:37
So selecting the next upgrade for it
  • 1:47:42
will lock out the other two paths, right?
  • 1:47:47
So as you get better with the building,
  • 1:47:49
it will continue to narrow,
  • 1:47:50
which allows lots of nodes
  • 1:47:52
to carve out lots of niches in the world.
  • 1:47:55
Very cool.
  • 1:47:57
And so because of this, because it's exclusionary,
  • 1:48:00
it would be relevant for certain nodes
  • 1:48:03
in order to achieve a broader spectrum
  • 1:48:07
of upgrade potential within a particular building type
  • 1:48:12
to potentially build multiple of these buildings.
  • 1:48:15
Yeah, exactly, right?
  • 1:48:16
If you wanna be the home to weaponsmithing in your node,
  • 1:48:20
you're probably gonna have three smithies
  • 1:48:21
to capitalize on slashing, bludgeoning,
  • 1:48:25
and piercing weapons, right?
  • 1:48:28
And then there are other things you can do
  • 1:48:30
with the policy system or with the relic system
  • 1:48:32
to kind of amp that up even further.
  • 1:48:36
Very cool.
  • 1:48:37
Very cool.
  • 1:48:38
And so let's say, and I know we don't have this,
  • 1:48:42
or I'm not sure if we have this yet implemented,
  • 1:48:45
but let's say, for example, I as the mayor,
  • 1:48:47
I'm about to start this build, right?
  • 1:48:50
I'm gonna, do I just click on this build right now?
  • 1:48:52
Yep.
  • 1:48:53
All right.
  • 1:48:55
Oh, okay, here we go.
  • 1:48:56
Construction requirements.
  • 1:48:57
So I have the bins of stone,
  • 1:49:00
and it looks like we have the cords of wood.
  • 1:49:03
Yep. Citizen contributions.
  • 1:49:05
So the citizen contribution, that is in reference
  • 1:49:07
to when this construction project begins,
  • 1:49:10
citizens will need to come to the building
  • 1:49:13
and contribute resources to aid in its development.
  • 1:49:16
Yeah, so unlike buy orders,
  • 1:49:19
you're not directly rewarded for this, right?
  • 1:49:21
As a player, this is kind of our way of ensuring
  • 1:49:25
that citizens want the thing
  • 1:49:28
that the mayor is asking them to do,
  • 1:49:29
or is spending resources on, right?
  • 1:49:32
So if you're a mayor and you're just like,
  • 1:49:33
ah, I'm gonna build a bunch of this building
  • 1:49:37
that no one wants, then players aren't gonna contribute
  • 1:49:40
to it and they're not gonna get built.
  • 1:49:43
Good call, very cool.
  • 1:49:44
All right, let me confirm this.
  • 1:49:46
Players will have 2 million days
  • 1:49:49
to provide the resources for construction.
  • 1:49:51
Well, that's good.
  • 1:49:52
I wanna be a lenient mayor.
  • 1:49:55
And as many in the audience know,
  • 1:49:58
we expect Ashes to have a very long
  • 1:50:01
and fruitful lifespan as a product.
  • 1:50:05
And 2 million days is a bit on the maybe conservative side
  • 1:50:09
of what we'll actually see overall,
  • 1:50:12
but I think it's a worthwhile time.
  • 1:50:15
Are we good with that?
  • 1:50:16
What do you think, Chris?
  • 1:50:17
Yeah, that sounds great.
  • 1:50:19
Okay, 2 million days it is.
  • 1:50:21
Okay, where do we go to see this building?
  • 1:50:26
So we've constructed it over here.
  • 1:50:30
If you wanna follow me this way.
  • 1:50:31
All right, I'm following.
  • 1:50:33
I don't normally run in my own town, but I will.
  • 1:50:35
I will run for this building.
  • 1:50:37
Listen up, I got places to go, people to see.
  • 1:50:39
People to see?
  • 1:50:41
You work at the behest of the mayor.
  • 1:50:44
So I notice there's a gentleman here you can talk to.
  • 1:50:48
Does he also work for me, just to be clear?
  • 1:50:51
He's a foreman.
  • 1:50:52
He does, he does.
  • 1:50:52
Technically he works for the city.
  • 1:50:54
I am the city, I am the law.
  • 1:50:57
I'm just kidding.
  • 1:50:59
And this gentleman is the construction foreman,
  • 1:51:02
so this is where players will get to go
  • 1:51:03
to donate resources to the construction of a building.
  • 1:51:07
Okay, all right, let's see here.
  • 1:51:09
So he has nothing of nothing acquired.
  • 1:51:12
Well, what is it you say you do here,
  • 1:51:14
Mr. Construction Foreman?
  • 1:51:15
He hasn't collected yet any resources?
  • 1:51:18
Oh, you just initiated it.
  • 1:51:21
Do I have to do everything myself?
  • 1:51:22
Should I give him 100 of the oak log?
  • 1:51:26
I mean, I think that's a fair thing to do.
  • 1:51:28
All right, let us donate.
  • 1:51:33
We shall donate to the foreman.
  • 1:51:36
Oh, it's beginning to construct.
  • 1:51:40
Now Bruno and Scott did a great job
  • 1:51:44
with this construction animation and visual effects.
  • 1:51:49
As you will see, you're gonna see
  • 1:51:51
a sped up version of this here,
  • 1:51:52
but typically Chris talked to me a little bit
  • 1:51:54
about the time expectation for these types of projects,
  • 1:51:58
and of course how that's a variable
  • 1:52:00
depending on the stage of the node
  • 1:52:02
and the building type itself.
  • 1:52:04
Yeah, so we want this to be an exciting thing.
  • 1:52:08
So once materials are kind of contributed to it
  • 1:52:12
and it's ready to finish,
  • 1:52:15
there's gonna be any kind of variable
  • 1:52:17
from like 15 to 20 minutes to even a couple of days
  • 1:52:21
for it to finish constructing,
  • 1:52:23
depending on kind of the power
  • 1:52:25
that the building offers to the players, right?
  • 1:52:28
Very cool.
  • 1:52:29
And James, Adam, Tristan, talk to me a little bit
  • 1:52:34
about how you guys go about constructing
  • 1:52:37
these different more modular sets of building creation
  • 1:52:43
and what it takes to kind of master that
  • 1:52:46
across the multiple different cultures
  • 1:52:49
that we're anticipating to present within these villages.
  • 1:52:56
You wanna take the one Adam?
  • 1:52:57
Yeah, sure, I mean, it's a lot of trial and error,
  • 1:52:59
but it took a lot of practice to figure out
  • 1:53:04
what the correct size of the buildings and the plots,
  • 1:53:08
the walls, the doors, all those things are,
  • 1:53:11
and then to dial them in so that going forward,
  • 1:53:14
any future races, it's all kind of somewhat plug and play,
  • 1:53:19
as long as we're making them to those specs.
  • 1:53:22
The big thing is the aesthetic
  • 1:53:24
and how that will change between races,
  • 1:53:27
which is, you know, still a work in progress,
  • 1:53:30
but like in this, for example,
  • 1:53:32
this one is a lot of Anglo-Saxon type architecture influence.
  • 1:53:38
Yeah, the calar, absolutely.
  • 1:53:39
Yeah, but that's how it works for the most part,
  • 1:53:43
and it's all modular, so we can make these buildings
  • 1:53:47
in mostly any size we want.
  • 1:53:50
So it could reach all the way up to the sky,
  • 1:53:52
multiple floors if we wanted to, not saying we would,
  • 1:53:55
but, and that's the idea.
  • 1:53:58
So then this right here will construct those pieces
  • 1:54:03
for the player, one piece at a time.
  • 1:54:05
Very cool, very cool.
  • 1:54:08
Yeah, I love the, you know,
  • 1:54:10
we previously had a different version of this in,
  • 1:54:13
oh, look, it has little fireworks playing
  • 1:54:16
above the building.
  • 1:54:18
That's awesome.
  • 1:54:19
So it's really, really cool.
  • 1:54:21
So it's drawing attention kind of to the construction.
  • 1:54:26
We had a version of this obviously in Alpha 1,
  • 1:54:29
and, you know, that was very sped up
  • 1:54:33
for what we were trying to accomplish there.
  • 1:54:35
This technique is, you know, meant to more represent
  • 1:54:39
that longer period of construction requirement.
  • 1:54:44
Yeah, and a lot of what you see right now,
  • 1:54:47
it's technically being generated procedurally
  • 1:54:50
by the tech from our TechArt team,
  • 1:54:52
which Bruno has been putting together,
  • 1:54:55
which is like basically we kind of took an approach
  • 1:54:58
similar to other games that you might see
  • 1:55:00
in like strategy games and stuff like that.
  • 1:55:01
So there's a scaffolding approach
  • 1:55:03
that kind of builds things up and forms around,
  • 1:55:05
and you'll see some people kind of working and hammering.
  • 1:55:08
It's very rudimentary at this current point in time,
  • 1:55:10
but yeah, no, the goal is to have it be
  • 1:55:13
as versatile as possible so that when we actually need
  • 1:55:16
to make a hundred of variations of these,
  • 1:55:20
we don't have to sit there and make animations one by one,
  • 1:55:23
which we did in the past,
  • 1:55:26
which gets very complicated, very expensive,
  • 1:55:27
but in this case, it's more of a procedural, you know,
  • 1:55:30
you plug and play like that.
  • 1:55:32
But I do want to clarify that we're not saying
  • 1:55:36
that these nodes are fully procedurally generated.
  • 1:55:40
It's the building aspect is,
  • 1:55:43
but the nodes themselves still have a handmade aspect to it.
  • 1:55:50
Right, correct, yeah.
  • 1:55:52
This is all just for the construction phase,
  • 1:55:53
so we can kind of have things done in a way
  • 1:55:55
that feels natural, but it doesn't really take years
  • 1:55:59
and years to actually complete the final product.
  • 1:56:01
Right, awesome, absolutely.
  • 1:56:04
Very, very impressive work.
  • 1:56:06
So Chris, now that we have constructed this smithy,
  • 1:56:11
what are we doing?
  • 1:56:12
Do you have a little duckling following you?
  • 1:56:14
The ducklings are very aggressive right now.
  • 1:56:17
I have one following me right now.
  • 1:56:18
Oh my God.
  • 1:56:20
But that can be fixed.
  • 1:56:22
No, no, no, no, no, no, no, no.
  • 1:56:25
Do it, do it.
  • 1:56:26
Do it.
  • 1:56:26
Do not kill that duck.
  • 1:56:28
Do it now.
  • 1:56:29
Do it.
  • 1:56:29
Do not kill that duck.
  • 1:56:31
Oh my God.
  • 1:56:32
Oh God.
  • 1:56:32
Oh God.
  • 1:56:33
What are you doing?
  • 1:56:34
Very aggressive.
  • 1:56:36
What are you doing?
  • 1:56:38
Did you just murder that duck?
  • 1:56:40
Did you just murder that duck?
  • 1:56:43
You monster.
  • 1:56:44
You just murder our tax rate?
  • 1:56:45
Just, oh my God, you can't kill innocent animals
  • 1:56:48
over your disgruntledness tax rates.
  • 1:56:50
I would say that's more for food for the village, but.
  • 1:56:53
I'm, you know, rebellion.
  • 1:56:55
I'm trying to.
  • 1:56:55
What have you done?
  • 1:56:58
You can't even eat that.
  • 1:56:59
There's not valuable meat on this creature yet.
  • 1:57:03
That was just, it's a.
  • 1:57:04
I just got a hunting certificate, so.
  • 1:57:07
Did you really?
  • 1:57:08
Oh no.
  • 1:57:08
Oh, you're dead.
  • 1:57:09
Oh no.
  • 1:57:10
Oh no.
  • 1:57:11
The goddess of creation herself has smote you.
  • 1:57:13
Fair enough.
  • 1:57:14
Fair enough.
  • 1:57:15
Fair enough.
  • 1:57:16
Fair enough.
  • 1:57:17
Fair enough.
  • 1:57:18
Fair enough.
  • 1:57:18
All right.
  • 1:57:19
It need to be done.
  • 1:57:20
Chris, what are we going to do with this smithy?
  • 1:57:21
Well, what do you want to do?
  • 1:57:22
We can do some armor smithing.
  • 1:57:24
We can do some weapon smithing.
  • 1:57:26
I honestly think after that heinous act against that duck,
  • 1:57:30
you really needed some better weapons to defend
  • 1:57:32
the beautiful creatures of this node.
  • 1:57:35
Agreed.
  • 1:57:36
I am so angry.
  • 1:57:37
I could just scream.
  • 1:57:39
Not at all.
  • 1:57:40
Sorry, sorry.
  • 1:57:42
Well, over here is the weapon smithing station.
  • 1:57:45
All right, cool.
  • 1:57:46
I was looking at this a little bit earlier.
  • 1:57:48
Whoops, I turned off my UI.
  • 1:57:50
All right, what do we have?
  • 1:57:52
Well, I hear the artisanship team hooked you up
  • 1:57:55
with the ability to make a blood sword.
  • 1:57:59
Oh, do I have materials?
  • 1:58:01
Ooh, I do have some materials.
  • 1:58:03
What should we do?
  • 1:58:04
Oh, the sandals of holding back.
  • 1:58:06
It's like infinite space.
  • 1:58:08
That is a GM back.
  • 1:58:11
Okay, so I do have some materials.
  • 1:58:12
What do we want to do with this material?
  • 1:58:15
Oh, do you want a blood sword or not?
  • 1:58:17
Well, I mean, I don't know.
  • 1:58:19
Do I want a blood sword?
  • 1:58:19
Is a blood sword good?
  • 1:58:20
Is it better than what I already have?
  • 1:58:22
Where's the blood sword?
  • 1:58:23
Crystallized blood sword.
  • 1:58:26
Okay, I see.
  • 1:58:28
It's going to be a pretty spicy sword.
  • 1:58:31
Okay, very cool.
  • 1:58:38
Yeah, let's try this.
  • 1:58:40
What are we going to do here?
  • 1:58:41
So I already have the materials for it.
  • 1:58:44
I just go to craft one quantity.
  • 1:58:47
Hold on, it says I can't craft this.
  • 1:58:49
Yes, you got to add your molds to it.
  • 1:58:52
Oh.
  • 1:58:53
Oh, I have selected my iron weapon mold
  • 1:59:01
and I am using that mold and crafting.
  • 1:59:09
Oh, I do have a crystal blood sword now.
  • 1:59:11
I shall rule with a mighty fist.
  • 1:59:13
Let me equip this.
  • 1:59:17
Well, do I actually have, oh, I do have it.
  • 1:59:19
Oh, okay, that's pretty sweet.
  • 1:59:25
I like that.
  • 1:59:27
Oh, it looks great.
  • 1:59:29
Very cool.
  • 1:59:31
All right, so now that we have constructed this building,
  • 1:59:35
there are also a number of upgrade paths
  • 1:59:38
that players can utilize to specialize the building further.
  • 1:59:41
We previewed that in the tech tree for the building
  • 1:59:43
and each building comes with that sort of customizable
  • 1:59:47
path of upgrades that are possible.
  • 1:59:50
And those continue to give the node a higher specialization
  • 1:59:56
which makes it relevant for player traffic.
  • 1:59:59
Right, and the idea with that too is
  • 2:00:02
no one node can do anything, right?
  • 2:00:04
So it kind of is leaning into this idea
  • 2:00:07
that you need to travel your goods around the world
  • 2:00:11
and go to a lot of places to do a lot of things, right?
  • 2:00:14
Yeah, absolutely, absolutely.
  • 2:00:18
This is a beautiful, I mean, gosh, this is just,
  • 2:00:21
I love the atmospherics.
  • 2:00:24
I love the more nature-oriented aspects
  • 2:00:26
of the interior of the node.
  • 2:00:28
Now, this node, Tristan and Adam James,
  • 2:00:32
this has a bit more topography
  • 2:00:35
than what we were seeing in Alpha 1.
  • 2:00:38
Talk to me a little bit about the types of node templates
  • 2:00:43
and footprints that we are leveraging
  • 2:00:47
with the design of these villages and cities.
  • 2:00:52
Yeah, so there should be kind of a handful
  • 2:00:56
of different types that you'll experience in the world
  • 2:00:58
and they all have their different benefits.
  • 2:01:01
But in this case, we kind of have
  • 2:01:02
a plateau landscape layout for this one.
  • 2:01:06
It's not like you said, the flat landscapes
  • 2:01:09
that we've done in the past.
  • 2:01:10
We've also got ones that will be like rivers
  • 2:01:13
flowing through it and as well as like being nudged up
  • 2:01:16
against say like a body of water
  • 2:01:19
or like a cliff face sort of style.
  • 2:01:22
So in this case, it's, this is a pretty,
  • 2:01:24
one of the more basic versions that you'll see
  • 2:01:27
for the current layout styles that we have, but yeah.
  • 2:01:31
Yeah.
  • 2:01:31
I don't know that the node itself will have its own type
  • 2:01:34
that's best suited to develop into,
  • 2:01:38
I think this one's an academic node.
  • 2:01:41
Yeah, this one is academic.
  • 2:01:42
So I see we have a kind of a placeholder node
  • 2:01:46
type building here.
  • 2:01:48
That's the town hall.
  • 2:01:49
Oh, is that the town hall?
  • 2:01:50
I apologize.
  • 2:01:51
This is the placeholder one over here,
  • 2:01:53
the kind of Citadel looking one, yeah?
  • 2:01:54
Yep.
  • 2:01:55
Yeah, that is a work in progress.
  • 2:01:58
So we have that standing in for now.
  • 2:02:00
Beautiful.
  • 2:02:01
So this is kind of where all the activities take place
  • 2:02:03
for citizenship interactions, the pain,
  • 2:02:06
the paying of these dues,
  • 2:02:08
the opportunity for players to kind of interface
  • 2:02:11
with their local government
  • 2:02:12
and the custom request arcs that are available
  • 2:02:15
based off of the surrounding POIs.
  • 2:02:19
Up here is kind of the city center, so to speak.
  • 2:02:23
Right.
  • 2:02:24
Right, this is where elections happen, right?
  • 2:02:29
Normally.
  • 2:02:30
Normally.
  • 2:02:31
Normally.
  • 2:02:32
Normally.
  • 2:02:33
Normally.
  • 2:02:34
Normally.
  • 2:02:35
When you don't GM command yourself mayor.
  • 2:02:38
Wow, unbelievable.
  • 2:02:40
I just sat down, you guys told me to GM myself mayor.
  • 2:02:44
This is also a place where punishments could happen.
  • 2:02:47
Oh, where's that?
  • 2:02:50
Are there like gallows over here or something?
  • 2:02:52
Yeah.
  • 2:02:52
Are you threatening the mayor?
  • 2:02:54
Yeah, is that the type of mayor that I am?
  • 2:02:55
Do I just have like public hangings or something?
  • 2:02:57
I mean, if you're that type of mayor,
  • 2:02:59
you could just hang anyone, anyone.
  • 2:03:01
Unbelievable.
  • 2:03:02
Depends upon who messes with the ducklings, that's all.
  • 2:03:04
Yep.
  • 2:03:06
I gotta go.
  • 2:03:10
I noticed that we have a bit of homage
  • 2:03:12
that we're paying to the, excuse me,
  • 2:03:15
to the windmill monster that many players experienced
  • 2:03:17
in our pre-alpha testing.
  • 2:03:19
You guys remember that?
  • 2:03:20
That was like two days straight
  • 2:03:22
of us getting stuck at a loading screen
  • 2:03:24
back in like 2018, 2017.
  • 2:03:27
That was a fun time.
  • 2:03:30
I love the windmill.
  • 2:03:31
A mimic the size of a windmill would be pretty.
  • 2:03:34
I think we actually did turn,
  • 2:03:36
so at some point we updated that image
  • 2:03:38
to be a windmill monster that was eating
  • 2:03:41
pre-alpha players when they tried to drive.
  • 2:03:43
That was great.
  • 2:03:44
It was really good.
  • 2:03:45
Oh, it's beautiful.
  • 2:03:46
This is absolutely beautiful.
  • 2:03:48
So, you know what?
  • 2:03:53
I would like to thank each of you
  • 2:03:55
for showing our players the update to Nodes.
  • 2:04:01
This is one of the, one of many updates
  • 2:04:03
that players will be seeing over the course
  • 2:04:06
of the next time till alpha two.
  • 2:04:10
And as it relates to kind of the systems design
  • 2:04:13
of these Nodes showcasing the core loops
  • 2:04:17
with the mayors helping to initiate buy orders
  • 2:04:21
as well as commissions in order
  • 2:04:22
to generate these node commodities,
  • 2:04:24
these node inventory items by which then the node utilizes
  • 2:04:29
to kick off certain either events
  • 2:04:31
or service building constructions
  • 2:04:34
that create an additional loop
  • 2:04:36
for players to participate in.
  • 2:04:38
I think that this is very exciting
  • 2:04:40
that the node is absolutely beautiful
  • 2:04:42
and it hits the aesthetic that we want.
  • 2:04:44
But what's most important is to get your guys' feedback
  • 2:04:47
in the community, you guys as our players,
  • 2:04:50
giving us your thoughts about the visual fidelity
  • 2:04:53
that these villages are representing.
  • 2:04:55
You'll have an opportunity to see additional node stages
  • 2:04:59
as we progress.
  • 2:05:00
This is a lot of work that the environment team
  • 2:05:02
has been doing a phenomenal job in my opinion in creating,
  • 2:05:07
but you guys need to give us your thoughts.
  • 2:05:09
You like what you see here, what can be done better.
  • 2:05:11
And then we are going to chat a little bit more
  • 2:05:15
about some of the system changes that we have introduced
  • 2:05:18
as part of our road to alpha two, as it relates to the Nodes.
  • 2:05:23
So, yes, go ahead.
  • 2:05:25
Is this Nodes part four or part five?
  • 2:05:27
This is, I don't know, this is, you're going to kill me.
  • 2:05:35
This is not yet Nodes part four, but this is getting close.
  • 2:05:40
No, you guys did a great job.
  • 2:05:42
Oh yeah, I'm sure everyone will get that reference there.
  • 2:05:44
Yes, exactly.
  • 2:05:46
But Chris and I will be joining you guys in just a moment
  • 2:05:49
to talk a little bit more in detail
  • 2:05:51
about these systems in just a moment.
  • 2:05:54
Thanks guys for joining us, appreciate it.
  • 2:05:56
Thank you. Thank you.
  • 2:05:58
Bye. Bye.
  • 2:06:07
Seems like people enjoyed it.
  • 2:06:10
I'll be playing the video in the background
  • 2:06:11
whilst we continue to chat.
  • 2:06:14
There were some questions in the channel that,
  • 2:06:18
or in various channels, all the places,
  • 2:06:20
we've accumulated them. All the places.
  • 2:06:22
Our community managers are hot on the trail
  • 2:06:24
and of course social media.
  • 2:06:26
The first one here is, can Node NPCs be customized?
  • 2:06:29
If so, what kinds of customization options are there
  • 2:06:32
and can NPCs be upgraded with things like crafted gear?
  • 2:06:37
Yeah, so there are a group of NPC types
  • 2:06:40
that can be customized.
  • 2:06:41
Those are the mercenaries and the guards
  • 2:06:44
that defend the Node against events and sieges.
  • 2:06:47
Those customization options are conferred
  • 2:06:50
through utilizing upgrades within buildings
  • 2:06:52
like the barracks.
  • 2:06:54
But if we're talking about appearance,
  • 2:06:56
can I change their hair or their facials?
  • 2:06:59
That is not something that is provided to the players.
  • 2:07:02
Can we cook duck soup?
  • 2:07:04
No, I'm just kidding. That's another question on here.
  • 2:07:07
The chat was just losing it.
  • 2:07:08
And the apples, the guy hammering the apples.
  • 2:07:11
Clearly there are bugs.
  • 2:07:13
It's Applesmith. It's Applesmith.
  • 2:07:15
Applesmith, yes.
  • 2:07:17
Granny Applesmith.
  • 2:07:18
No, can you kill... Oh, go ahead.
  • 2:07:21
Just to touch on what you said.
  • 2:07:24
Clearly there are bugs.
  • 2:07:25
Absolutely, guys.
  • 2:07:26
Always remember when somebody out there
  • 2:07:29
who's perhaps not watching development as closely
  • 2:07:32
as our core audience is,
  • 2:07:34
expressing to them that this is work towards Alpha 2,
  • 2:07:37
things are work in progress, there's going to be bugs,
  • 2:07:39
you're going to see weird things.
  • 2:07:41
That's the whole process of development.
  • 2:07:44
We're showing you a slice that we bring up
  • 2:07:47
to a little bit more level of what some would say
  • 2:07:51
is polish, right? Exactly.
  • 2:07:53
Higher fidelity so that we can get a good amount of feedback
  • 2:07:57
from the community and you guys are not obstructed
  • 2:07:59
by things like visual fidelity.
  • 2:08:04
Because sometimes we set buildings up in a node
  • 2:08:07
and it's all gray boxes, right?
  • 2:08:08
Like we don't show you guys that because we're playing around
  • 2:08:11
with layouts and ideas and how the flow feels
  • 2:08:15
and then sieges and level design.
  • 2:08:18
But we don't show you that because it doesn't...
  • 2:08:20
It's a difficult barrier.
  • 2:08:22
That, exactly.
  • 2:08:23
The gray boxing and the prototyping,
  • 2:08:27
for those who are not in a line of development work,
  • 2:08:30
it's a difficult barrier to make it past that visual,
  • 2:08:34
that dissonance there.
  • 2:08:37
So that's why we bring things and we showcase
  • 2:08:39
these systems and whatnot.
  • 2:08:41
We bring it up to a digestible level.
  • 2:08:44
We try.
  • 2:08:47
Two hour digestion.
  • 2:08:48
You know, it's a process.
  • 2:08:51
Next one here is, can you kill guards at a node?
  • 2:08:55
I know we've talked a little bit about this,
  • 2:08:56
but they wanna know, can citizens kill guards
  • 2:08:58
at their own node?
  • 2:08:59
How effective are guards in combat
  • 2:09:02
in order to protect citizens?
  • 2:09:05
Guards are capable of being killed.
  • 2:09:07
However, that is a very tall barrier to surpass.
  • 2:09:10
Meaning that their skill level is relatively high.
  • 2:09:14
Their damage mitigation, their output and power.
  • 2:09:17
Those things are very difficult to overcome,
  • 2:09:20
but they can be killed.
  • 2:09:21
And again, you can upgrade guards through policies,
  • 2:09:25
through upgrades within the barracks structures,
  • 2:09:28
and you can even place mercenaries and guards
  • 2:09:31
ahead of certain events.
  • 2:09:33
All right.
  • 2:09:35
And the next one here is, can node to node,
  • 2:09:39
well, I guess following up on that,
  • 2:09:42
in sieges, will guards be more active
  • 2:09:45
or are they gonna play a more passive role?
  • 2:09:48
During sieges, guards and the...
  • 2:09:54
Merchants and NPCs.
  • 2:09:56
No, no, no.
  • 2:09:57
Yeah, non-combat NPCs are despawned during sieges,
  • 2:10:01
unless they're relevant from an objective perspective.
  • 2:10:04
And then combat NPCs, which include the garrison,
  • 2:10:08
which is a military detachment that gets spawned
  • 2:10:10
based on the upgrade choices that the barracks
  • 2:10:12
have been made, and the existing guard populations
  • 2:10:15
will be present to participate in the siege
  • 2:10:17
from an AI perspective.
  • 2:10:19
Okay.
  • 2:10:20
Sorry, I just wanna add that little bit on there,
  • 2:10:21
because I think they were asking about sieges too.
  • 2:10:24
Can node to node trade supply some of the commodities
  • 2:10:27
that are not present in the node that starts the buy order?
  • 2:10:31
Okay.
  • 2:10:32
And does that trigger a caravan between the nodes?
  • 2:10:35
Correct.
  • 2:10:36
So mayoral caravans, which I'm not sure
  • 2:10:38
we've elaborated too much on.
  • 2:10:41
We've talked about it.
  • 2:10:43
Yeah, essentially what happens is,
  • 2:10:44
mayors who need certain resources
  • 2:10:47
that either they don't have enough of,
  • 2:10:49
or that they're prospectively investing in,
  • 2:10:52
they will initiate a mayor request.
  • 2:10:56
And any node that sees that request
  • 2:11:00
on the mayoral node, excuse me,
  • 2:11:04
the mayoral caravan dropdown menu,
  • 2:11:06
will have an opportunity to attempt
  • 2:11:09
to fulfill the trade request.
  • 2:11:12
In order to fulfill a trade request,
  • 2:11:14
a node must have a certain level of relationship
  • 2:11:18
with that requesting node.
  • 2:11:20
At a minimum, it has to be a trade agreement relationship.
  • 2:11:24
And then there's a limited number
  • 2:11:25
of those trade relationships that you can have.
  • 2:11:27
And that scales up to eventually alliance perspective.
  • 2:11:31
And then once the node requesting mayor
  • 2:11:35
accepts a potential fill order,
  • 2:11:38
then a system spawned caravan is generated
  • 2:11:42
and the transit is completed.
  • 2:11:44
And players can participate
  • 2:11:46
in helping to defend that or not.
  • 2:11:48
And we'll have more information about caravans
  • 2:11:50
coming up in a future live stream.
  • 2:11:51
So stay tuned for that. Yes, very soon, very soon.
  • 2:11:56
Then the next one is, can we see the empty plots
  • 2:11:59
so that we can plan out the physical placement of buildings?
  • 2:12:04
Can you see the empty plots?
  • 2:12:06
Yes, there will be a node map
  • 2:12:09
that players will have access to within the UI.
  • 2:12:13
And on that map, you'll be able to see the plot locations.
  • 2:12:18
Yeah, and you can see them in the world too.
  • 2:12:20
Like if you walk around, you can tell that less space
  • 2:12:22
is used for a building, like a governmental building.
  • 2:12:26
Yeah.
  • 2:12:27
And then the next, oh, I think there's a follow-up to this.
  • 2:12:32
Can you choose where to place them?
  • 2:12:33
So we talked about this earlier in regards to that,
  • 2:12:36
which is there are designated plots,
  • 2:12:38
but the mayor can choose which plots to place them in.
  • 2:12:42
And so what Stephen had stated before
  • 2:12:43
is that there's some strategy to this, right?
  • 2:12:45
If there's a plot that's close to a gate
  • 2:12:47
and there's a plot that's further inland
  • 2:12:49
in the middle of your node,
  • 2:12:50
maybe you wanna be strategic about which buildings
  • 2:12:53
you place near the door,
  • 2:12:55
because those ones might get destroyed faster.
  • 2:12:58
And then if a siege happens and it gets destroyed,
  • 2:13:02
now you're having to put more resources into that to fix it,
  • 2:13:05
to bring it back up to a non-disarrayed status,
  • 2:13:11
because you wanna be able to use it, right?
  • 2:13:13
Yeah, and basically just the quick answer there
  • 2:13:16
is of course, plots exist within the node
  • 2:13:19
and all buildings can be placed in any plot.
  • 2:13:22
All right.
  • 2:13:24
And then is the game time requirement,
  • 2:13:28
the two million days in game time or real time?
  • 2:13:32
Clearly not.
  • 2:13:33
No, that was a bug.
  • 2:13:35
I was just making jest of that.
  • 2:13:37
And again, to reiterate, the UI is very work in progress.
  • 2:13:41
You are seeing what is the version of our functional UI,
  • 2:13:45
which is not representative of our artistic UI,
  • 2:13:48
which is player facing.
  • 2:13:49
It'd be cool if the mayor could be like,
  • 2:13:51
hey, I want this to be done within this timeframe.
  • 2:13:54
And they have like a window that they can choose between,
  • 2:13:56
it would be cool.
  • 2:13:57
That is dictated by the type of building
  • 2:13:59
that's being constructed.
  • 2:14:00
So each building has its own associated construction rate,
  • 2:14:05
or time, and that can be augmented by certain effects,
  • 2:14:10
some of which can be conferred through policies as well
  • 2:14:12
that give you longer construction times.
  • 2:14:14
So those policies could mean
  • 2:14:16
that you construct things faster,
  • 2:14:18
but the more powerful the building is expected
  • 2:14:21
to probably take more time.
  • 2:14:24
Correct. Is that a good annotation?
  • 2:14:25
Okay, cool.
  • 2:14:27
And I think that's it for the major ones from the chat.
  • 2:14:29
I know we're gonna have a million.
  • 2:14:31
We'll be here all day if we answer all the questions.
  • 2:14:33
So we do wanna let you all go at some point.
  • 2:14:37
So we're gonna do a quick studio update

Studio Update

  • 2:14:40
if you don't mind, Stephen.
  • 2:14:42
Absolutely, a studio update.
  • 2:14:45
Things are going very well here at the studio.
  • 2:14:47
We continue to grow with, of course,
  • 2:14:50
your guys' help out in the community,
  • 2:14:51
spreading the word for Ashes of Creation,
  • 2:14:53
especially our content creators,
  • 2:14:55
and those of you who are our de facto headhunters
  • 2:15:03
that talk about Ashes on social media and whatnot.
  • 2:15:08
We have a number of listed positions still available.
  • 2:15:11
We show that on social media as well.
  • 2:15:14
Anybody who is watching this that's a developer
  • 2:15:17
that might be interested in potentially applying
  • 2:15:18
for the team, you can always visit our company website
  • 2:15:21
at intrepidstudios.com and take a look
  • 2:15:23
at what roles are available.
  • 2:15:24
Slash Careers for the list of jobs.
  • 2:15:26
Slash Careers, yes.
  • 2:15:27
Our hearts go out 100% to some of the studios
  • 2:15:30
that we've been seeing having layoffs recently.
  • 2:15:34
That is always a very sad sight to see.
  • 2:15:35
This is a very close-knit and small industry.
  • 2:15:39
And many of the people who are a part
  • 2:15:41
of these development studios are there
  • 2:15:43
because of a sheer passion that they have
  • 2:15:46
as being one of us, a gamer,
  • 2:15:48
and wanting to make something that can make you guys,
  • 2:15:52
their communities happy.
  • 2:15:54
And it is just a very sad thing to see sometimes
  • 2:15:56
when these studios get closed down,
  • 2:15:58
either through mismanagement or through whatever.
  • 2:16:02
And we're trying on our end to have some scalable solutions
  • 2:16:06
in place for things like that.
  • 2:16:07
Because we understand in development,
  • 2:16:09
there's times where, hey, you need a lot of QA
  • 2:16:11
or a lot of CS or influx of artists
  • 2:16:14
for certain types of things,
  • 2:16:15
but you don't need them for the longevity
  • 2:16:17
of the entire project.
  • 2:16:18
And so coming up with solutions that are like contractual
  • 2:16:21
or things like that can really aid in that.
  • 2:16:23
So it's not like, hey, people are getting laid off
  • 2:16:27
left and right.
  • 2:16:28
I think, again, that's something that we're trying
  • 2:16:30
to be conscious of at Intrepid Studios as we grow.
  • 2:16:33
And like Stephen has said a million times,
  • 2:16:35
we are trying to grow smartly and only get people
  • 2:16:38
in the roles that we really need at the time.
  • 2:16:40
So that means that some teams are wearing many hats
  • 2:16:42
because that's what that life is like.
  • 2:16:45
Yeah, yeah, absolutely.
  • 2:16:48
We have over 150 developers now at Intrepid
  • 2:16:51
and that touch the project in some way, shape or form
  • 2:16:54
here in San Diego.
  • 2:16:55
We are continuing to hire, so send people our way,
  • 2:16:58
good people our way.
  • 2:16:59
Send them our way.
  • 2:17:02
And of course, we did like a potluck this month.
  • 2:17:05
It's been fun.
  • 2:17:06
The studio, we're constantly always trying to celebrate
  • 2:17:10
the little things, the little moments that we have
  • 2:17:11
internally with our internal milestones too,
  • 2:17:14
because that's a good morale boost.
  • 2:17:15
And just the teams in general have been kicking butts.
  • 2:17:19
So sending love to all of them.
  • 2:17:21
If we can get some little hearts in chat for our developers,
  • 2:17:25
one of the things that I always say is like,
  • 2:17:27
it's so hard when you hear players say,
  • 2:17:29
oh, the developers don't care because deep down,
  • 2:17:32
the ones who are working day in and out, we care a lot.
  • 2:17:34
And yes, sometimes things don't always go the way
  • 2:17:36
that we expect, but we're trying.
  • 2:17:39
And at least Intrepid here, we care a lot.
  • 2:17:42
Absolutely.
  • 2:17:43
And just to give a shout out, guys,
  • 2:17:45
I know I was watching chat, you guys,
  • 2:17:47
it seemed that the sentiment was resoundingly positive
  • 2:17:51
with regards to the visual direction
  • 2:17:52
that the nodes are taking.
  • 2:17:54
Just wanna give a shout out to our art team in particular,
  • 2:17:58
our tech artists and our environment team,
  • 2:18:02
Tristan, who's their lead.
  • 2:18:04
They all do a phenomenal job.
  • 2:18:05
Zachary, Scott, John, James, Hans, Hal, Charlie,
  • 2:18:09
Cameron, Brandon, Brianna, Ayoung, Adam and Adam,
  • 2:18:12
you guys have done a phenomenal job.
  • 2:18:15
Brian as well, and Bruno, just big hearts in chat for them.
  • 2:18:20
They slave away at making us the visuals
  • 2:18:24
that we all wanna see, quality level in the games
  • 2:18:27
that we spend a majority of our time in, our free time in.
  • 2:18:30
And it is one thing to have an artist working on something,
  • 2:18:34
it's another thing to have a passionate individual
  • 2:18:36
who wants to play in a world they're creating.
  • 2:18:39
And I feel very, very privileged and blessed.
  • 2:18:43
And I express the sentiment on behalf of our community,
  • 2:18:46
our team of developers, artists and all,
  • 2:18:49
continue to strive and do an amazing job.
  • 2:18:51
So very well done Intrepid.
  • 2:18:53
I think that this was a great moment for the community
  • 2:18:56
to see the direction that nodes take.
  • 2:18:58
We are the node game.
  • 2:19:00
This is a fundamental world building aspect
  • 2:19:02
that MMOs have not historically seen
  • 2:19:05
or had an opportunity to leverage or utilize
  • 2:19:09
to the degree that we are doing so.
  • 2:19:13
To a degree, that's the risk that is Ashes of Creation,
  • 2:19:16
what will players do with this newfound power?
  • 2:19:18
But at the same time, I feel it's the most appealing one.
  • 2:19:21
And so for that, big props to the team
  • 2:19:24
and for you guys out in the community
  • 2:19:26
giving us your feedback and joining us on this journey.
  • 2:19:30
Speaking of the community, we are gonna grab some Q&A,
  • 2:19:32
but of course we do have a thread up.

Outro and Q&A

  • 2:19:35
And while we do that, I'll play more of the video.
  • 2:19:38
But we do have a thread up right now for feedback.
  • 2:19:40
Please give us your feedback in regards to nodes,
  • 2:19:43
the village node update that we provided with you.
  • 2:19:45
And we will have the 4K video up on YouTube as well,
  • 2:19:48
as per usual.
  • 2:19:50
Shortly after. Shortly after, so stay tuned.
  • 2:19:53
So with the questions, the first one here is from Gaul
  • 2:19:56
about potion chugging.
  • 2:19:58
What is the intent? And I know we,
  • 2:19:59
Oh, go ahead. And just real quick Margaret,
  • 2:20:00
I know we have a lot of these questions,
  • 2:20:02
but I do have a hard stop at 1.30.
  • 2:20:05
I thought we were only gonna be two hours.
  • 2:20:06
So maybe just grab the top three.
  • 2:20:07
Okay, I'll grab the top three.
  • 2:20:09
So the first one is about potion chugging.
  • 2:20:12
What is the intent for potion consumption
  • 2:20:14
during active combat?
  • 2:20:15
Will we chug potions regularly
  • 2:20:18
or will there be a moderate cool down?
  • 2:20:21
Yeah, there will be a cool down for potion use.
  • 2:20:24
It is intended that potions are relevant during combat.
  • 2:20:27
There will be a mixture of potion use
  • 2:20:30
as well as meals and or drinks.
  • 2:20:33
That's something we'll get into a little bit in the future,
  • 2:20:34
the differences between those things
  • 2:20:36
and what types of benefits they confer
  • 2:20:37
because they are unique to the type.
  • 2:20:39
But there will also be tiers
  • 2:20:42
of these different types of things.
  • 2:20:44
And those tiers will share cool down.
  • 2:20:46
So you might have a very strong potion
  • 2:20:50
and a very minor potion.
  • 2:20:51
They'll have separate cool downs
  • 2:20:53
that they share with their same tier.
  • 2:20:58
So the intent is not to spam potions during combat.
  • 2:21:01
The intent is to be tactical in the use of these potions
  • 2:21:05
because you do not have an unlimited ability.
  • 2:21:07
Right, and then Sun Garden wants to know
  • 2:21:10
about mounted combat.
  • 2:21:11
How will it be evident to players in a PVP scenario
  • 2:21:15
what types of abilities they might anticipate
  • 2:21:18
from an enemy's mount if its owner has a skin
  • 2:21:21
of another breed applied to it?
  • 2:21:24
Sure, great question.
  • 2:21:27
So mount abilities are really meant
  • 2:21:30
to be a learned information source.
  • 2:21:34
This is not meant to be something
  • 2:21:35
that I can look at a mount and know
  • 2:21:39
without interacting with that individual, that player,
  • 2:21:42
what that mount is capable of doing.
  • 2:21:44
And as such, when they have skins,
  • 2:21:46
excuse me, when they have skins applied,
  • 2:21:50
whether it be through in-game earned
  • 2:21:52
or through cosmetic purchase,
  • 2:21:54
you will get a learning for what that mount does
  • 2:21:56
by observing its use case and taking that knowledge
  • 2:22:00
that you have learned forward with you.
  • 2:22:03
All right, and the next question here
  • 2:22:06
is about node citizenship,
  • 2:22:07
and this comes from Rinald and Azare on the forums.
  • 2:22:12
And they wanna know, can a player be stripped
  • 2:22:14
of node citizenship by any player agency
  • 2:22:18
other than node destruction, for example,
  • 2:22:21
being exiled by some government process?
  • 2:22:23
If so, what happens to their house?
  • 2:22:26
No, they cannot be, there is no player agency function
  • 2:22:30
that allows for a citizen to be dismissed from a node.
  • 2:22:36
All right, and that is it.
  • 2:22:39
Oh my gosh.
  • 2:22:40
We did it. We made it to the end.
  • 2:22:42
It has been a long journey, but thank you all so much.
  • 2:22:45
The weight is off my shoulders now.
  • 2:22:47
I know, I was having like
  • 2:22:49
a little heart palpitations at the beginning.
  • 2:22:51
But I always do that before the streams, I get so nervous.
  • 2:22:56
Don't forget that Steven will be joining
  • 2:22:58
the discussion round on September 10th.
  • 2:23:01
That will be streamed at twitch.tv slash Yo-kai Theater.
  • 2:23:03
We'll be making sure that you're aware
  • 2:23:05
of all of these things on all of the social channels.
  • 2:23:07
So make sure you follow us so that you don't miss out.
  • 2:23:10
There's gonna be a lot of answers, I'm sure,
  • 2:23:12
about node things and variety of other stuff, we'll see.
  • 2:23:14
And of course, please head on over to our forums
  • 2:23:17
to leave us feedback.
  • 2:23:18
We're very diligent about making reports
  • 2:23:20
for our development team.
  • 2:23:22
And you can find that at forums.ashesofcreation.com.
  • 2:23:26
And of course, we do have the None Forgotten Cosmetics
  • 2:23:28
swap over that's happening on September 13th at 11 a.m.
  • 2:23:32
where our last cosmetics set will be swapped over.
  • 2:23:35
So that will be our September set.
  • 2:23:37
And there will be an FAQ with that set
  • 2:23:39
giving you further details.
  • 2:23:40
But if you have any questions, make sure you let us know
  • 2:23:42
so that we can ensure those are in our FAQ.
  • 2:23:46
We do have an FAQ in the August one,
  • 2:23:47
so check that first to make sure the question's
  • 2:23:49
not already answered.
  • 2:23:51
And of course, we would like to thank you all for joining us.
  • 2:23:55
We hope that you enjoyed this, that you stuck around with,
  • 2:23:57
but that you were hydrated and walked a little bit during it.
  • 2:24:02
But we also want to thank Bucky, Chris, James, Tristan,
  • 2:24:05
Adam, and of course, Steven for their time
  • 2:24:08
because these do take a little bit of time.
  • 2:24:10
And we hope that everyone stays safe and healthy
  • 2:24:13
and that you follow us on all of the things.
  • 2:24:15
We are Ashes of Creation in every place
  • 2:24:17
that you can think of.
  • 2:24:18
Give us some love over in all those spaces.
  • 2:24:20
We try our best to keep content and, you know,
  • 2:24:22
keep you filled with some Ashes of Creation
  • 2:24:25
content almost daily.
  • 2:24:26
So come hang out with us over on our social platforms
  • 2:24:30
and we will all see you next month.
  • 2:24:34
Bye guys.
  • 2:24:34
Toodles.
  • 2:24:36
Shhh.
  • 2:24:37
Shhh.
  • 2:24:38
Shhh.
  • 2:24:39
Shhh.
  • 2:24:39
Shhh.
  • 2:24:40
Shhh.
  • 2:24:41
Shhh.
  • 2:24:42
Shhh.
  • 2:24:43
Shhh.
  • 2:24:44
Shhh.
  • 2:24:44
Shhh.
  • 2:24:45
Shhh.
  • 2:24:46
Shhh.
  • 2:24:47
Shhh.
  • 2:24:48
Shhh.
  • 00:00
Hello and welcome, glorious
  • 00:20
varans. Hello! I hope that you are just as excited as we are for August development update.
  • 00:26
We have quite a doozy. Buckle in, make sure you hydrate, go get your water now, get some coffee if
  • 00:34
you need it, because it's gonna be a long one. How are you doing, Steven? I am doing very good.
  • 00:42
How are you doing? I'm doing great. I'm moved in, I got my wedding venue locked in,
  • 00:49
life is great, work is good. I know. I gotta admit, I don't normally get nervous for our
  • 01:00
live streams. I really enjoy them, right? Honestly. But this is a topic that we haven't touched for
  • 01:08
a while. And, you know, there's a lot of updates and I think it's exciting and I think the community
  • 01:14
is gonna enjoy it. But like you said, this is gonna be a long one. Probably you guys can expect
  • 01:18
that this stream will last around two hours. So, like Margaret said, make sure you have some snacks,
  • 01:24
make sure you pace yourself, get up and stretch, move your legs, you know, you gotta stay healthy
  • 01:29
during this time. Yeah. Or get one of those like little treadmill things that you walk at your
  • 01:34
desk with. I need one. But yeah, it's gonna be a good long one for you all, so stay tuned.
  • 01:43
But obviously you can see below here, our run of show, we have some quick reminders that we're
  • 01:48
gonna go through. Then we're gonna get right into the Node Village updates and then studio updates
  • 01:53
and then Q&A. So, it's gonna be a tight one. Exciting! Yeah! And we will be having a whole
  • 02:00
bunch of people joining us today, so it's gonna be exciting. Yeah, I think we have, what, five
  • 02:06
developers that are joining us today, right? Roughly, I think, yeah. Three, four, five, yeah.
  • 02:12
Maths are hard on the fly. But we'll do quick updates. So, quick updates. First and foremost,
  • 02:20
we've got our YouTube spotlight comment, and this one comes from Slender MMO, or if that's
  • 02:26
Leetspeak, S-L-3-N-D-E-R. And they want to know, is the development team moving away from action?
  • 02:34
This is the wrong scene, sorry. That's the wrong slide. It's the wrong one. I thought I grabbed
  • 02:41
the other one. Well, I will grab the right one in a moment. But the question is, is the development
  • 02:47
team moving away from action combat, or is action combat more prevalent with the melee classes and
  • 02:53
the healing slash range classes are more tab target other than AoE spells? And we have had people
  • 03:00
asking me about this as we've had the cleric update. Obviously, with the cleric, it's a little
  • 03:04
harder to show tab target in action combat because it's healing oriented. For sure. Well,
  • 03:11
so to answer that question, we have not moved away from our hybrid approach to the development of
  • 03:17
Ashes of Creation's combat. And specifically, to reiterate, that approach is incorporating elements
  • 03:24
of skill shots, fast and reactive gameplay that is situationally relevant and incorporates the
  • 03:32
camera mode of both tab targeting as well as action combat reticle. That's something that
  • 03:38
is still in progress. We haven't moved away from that. However, to note, our approach of that
  • 03:45
hybridization is going to incorporate things like templated skill shots, directionally relevant,
  • 03:54
activated abilities, along with the ability to dodge, to roll projectiles that can impact collision.
  • 04:02
Those are elements of action combat that are present. Now, when we talk about tempo or pacing
  • 04:07
of the combat, we are not going to be as fast paced. And as you've been seeing updates from
  • 04:14
the development of our archetypes and our classes, we are not going to be as fast paced as some of
  • 04:19
the more twitch oriented combat styles of some action MMOs or some action combat systems. It's
  • 04:26
meant to be a blend between the two. And in that regard, for tab targeting purposes, it needs to
  • 04:34
live comfortably with each other. So that's probably what you're seeing. The opportunity
  • 04:40
to utilize the reticle based combat mode is still available. Designs are taking that into account.
  • 04:46
And that is our direction for the foreseeable future.
  • 04:52
Awesome. Awesome. Then next up in our announcements here, we do have
  • 04:59
a discussion round. Stephen will be joining a whole slew of people over on Yokai Theater's
  • 05:09
channel. You've seen a few of these interviews in the past. They're always good fun. I know that
  • 05:15
these folks have been working very hard on getting everything set up so that we hope that you all
  • 05:21
enjoyed as well. Yeah, that's exciting. Anything you want to mention on that, Bren? Well, I have
  • 05:26
been on that one before, haven't I? I've been on this one. This is my second time. I think they're
  • 05:31
going to have a different cast with them. Nice. Yeah, I'm excited for that. That's going to be fun.
  • 05:38
When is that? That's September 10th? Yeah, September 10th at 12 PM Pacific. So definitely
  • 05:44
tune in. So make sure you guys get some questions in for that. I think they're collecting questions.
  • 05:48
They're pretty good at making sure no repeats. They've been around for a little while. Now
  • 05:53
you're putting pressure on them. Oh no, called it out. We do have a bunch of social that has gone
  • 06:02
off for this too. So if you don't mind heading on over, retweeting, sharing, spreading some love,
  • 06:09
that would be wonderful. Awesome. And we have a new dev discussion. This one is about roleplay.
  • 06:16
And I know there's a bunch of y'all out there who are interested in that stuff. Definitely
  • 06:21
head on over and tell us, or not roleplay, in-game content. Roleplay was last time. In-game content.
  • 06:27
What we want to know is what are you looking forward to most in-game examples, maybe a game
  • 06:34
system specifically, a fantasy you hope to carry out, or a specific activity with players? So
  • 06:40
definitely go tell us what kind of content you want to see in-game as our content team is creating
  • 06:46
things. Now what if your favorite in-game content is roleplaying? That could be it. We just did a
  • 06:54
report on roleplay. That's why it's like in my mind. That was our last dev discussion that we did
  • 06:58
before. But you can still go give us feedback on that if you have thoughts. Or if roleplay is your
  • 07:03
favorite part of content, feel free to add it into that as well. The more information, the better.
  • 07:10
And also we do have our next one is going to be coming up. It's going to be about your favorite
  • 07:14
is going to be coming up. It's going to be about your dream node. So if there's things that you
  • 07:18
would like to see in nodes, especially after you watch today's stream, tell us all the things because
  • 07:24
we are curious. We would love to know. And the last thing I have to share with you all today
  • 07:31
is about the cosmetics. We do have the none-forgotten cosmetics that we'll be swapping
  • 07:36
over on September 13th at 11am Pacific. And with that reminder that the September pack that is
  • 07:43
coming up is going to be the final pre-order packs. We do have an FAQ on the August one right now if
  • 07:49
you want to read that. But the final dates and things like that for the September pack will be
  • 07:54
in the September FAQ. So keep your eye out on that. And if you have additional questions, let us know
  • 08:00
and we'll try to make sure those are covered as well. And I do want to comment just real quick on
  • 08:06
this. For those of you who are feeling FOMO about the packs being discontinued, that is not the
  • 08:12
intent and purpose for discontinuing the pre-order packs for Alpha 2. We still have a lot of testing
  • 08:17
that we need to do and we have a significant number of players that we are anticipating
  • 08:22
and who have already pre-ordered for Alpha 2. And before we potentially open up again
  • 08:29
people to have access to purchase into Alpha 2, we need to vet some things regarding concurrencies
  • 08:36
and total player counts. And feeling very confident in that, so I want to give the forewarning that
  • 08:41
if you do not participate in purchasing pre-order packages for Alpha 2, there may be an opportunity
  • 08:46
to do that again in the future. So don't walk away from this feeling like you're
  • 08:51
definitely going to miss out if you don't participate in the pre-order packs. But next
  • 08:54
month we will be discontinuing them and we'll have some more information on that coming up as
  • 09:00
Margaret said in the September info. Yeah and keeping in mind that we'll have giveaways and
  • 09:05
things like that for Alpha 2 access. So even if you aren't able to purchase, I know some people are
  • 09:09
like, well I can't even afford that. So we understand. We're going to have some other ways
  • 09:13
for you to get involved to just stay tuned for those things. You know Extra Lives coming up soon
  • 09:18
too, so keep that in mind. That's a good announcement of an announcement. But you all know,
  • 09:23
we partake in that every year. And the other thing is that I know that people are like,
  • 09:29
oh they're showing off all this content and we're getting, packs are closing, so that must be
  • 09:35
Alpha 2 is really close. As Stephen has stated in the past, it is not right around the corner,
  • 09:41
but it's not years away. So keep that in mind and set that precedent with yourself and expectation.
  • 09:48
Don't get too excited because I know people. You can get excited, don't get too hype. Excitement
  • 09:54
is fine. Don't get disappointed. Yes exactly. No, we don't mind your excitement. And just to be clear,
  • 10:00
I want to touch on that real quick as well. Alpha 2 is something we are working very hard towards,
  • 10:06
and we will continue to update you on that progress as we normally do every month with
  • 10:10
these showcases, giving you guys insight into the development of things. You get to see in real time
  • 10:16
how things are progressing and what the world is looking like and how the game is feeling.
  • 10:20
That's the whole purpose of this, to collect that feedback. So don't feel pressured. We understand
  • 10:25
it. We're players too. We don't like that stuff. And that's why we took this transparent process.
  • 10:30
Yeah. And we mentioned in our FAQ too that we want to make sure that the experience for Alpha 2 folks
  • 10:36
is at a stage that we're very happy with. That server performance is good. That client performance
  • 10:41
is good. In order to ensure that, we need to make sure that we can support the amount of players
  • 10:45
that are currently part of Alpha 2 and then any additional players that we would want beyond that.
  • 10:50
Absolutely. All right. Well, with that, we're going to get into our note update,
  • 10:57
but that means we're going to also invite some other folks in a moment here. But I know that,
  • 11:00
Stephen, you wanted to do some prefaces. Yes. This first segment of this is going to be
  • 11:06
a slideshow oriented thing, similar to what we did with the free holds, and people seem to like that.
  • 11:11
Yeah. Yes, exactly. So we got a lot of positive feedback with the free holds presentation,
  • 11:16
specifically as it related to having that kind of PowerPoint slide oriented.
  • 11:21
Anytime, and I think I talked about this in the past, but anytime you have very detail oriented
  • 11:28
systems design, it's easy to kind of get lost in the details. People run off on tangents. Well,
  • 11:34
what about this? How are you going to solve this? How are you going to solve this? And that a lot
  • 11:39
of times is the discussion that we have in a development setting or in a design room conversation.
  • 11:44
But we can't capture all of that nuance in a single live stream about some of these systems
  • 11:51
just because of how big they are. We'd be sitting in a six hour thing.
  • 11:56
Yeah, that's why we have literally hundreds of hours of conversations recorded on the development
  • 12:02
side during this development process that we record all of our internal meetings and our
  • 12:06
internal dialogues for posterity's sake and afterwards so that we can talk about what it
  • 12:10
took to build this game and have kind of presences and conversations with the people who are
  • 12:14
involved in these kind of presentations about that. But there's a lot there and we have to
  • 12:20
condense that down to something that's digestible, right? And something that can be not just relevant
  • 12:26
to a core audience like you all are who are tuning into this development update, but also to the
  • 12:32
audiences that exist out there who are a bit detached from the process and rightfully so,
  • 12:36
they're not interested in following development journeys, which is totally acceptable, but it has
  • 12:41
to be a part of them as well. And so to that degree, based on how successful you guys responded
  • 12:48
to the Freeholds presentation, we are going to preface this video with a little bit of a slide
  • 12:55
presentation and incorporate some of our design team to have that discussion. And the intended
  • 13:00
purpose of this portion is to reaffirm previous designs that were captured and understood by the
  • 13:09
community through the amazing Wiki that is upkept by Lex. And that will reaffirm some of those
  • 13:16
designs, but it will also introduce to you a few new designs that we have picked up along the way
  • 13:22
and adjusted in order to accommodate some of the more fleshed out systems as we approached them
  • 13:29
over the course of the last year and a half. So during this-
  • 13:32
Yeah, slide one is going to be that we've canceled nodes.
  • 13:34
No, I'm just kidding.
  • 13:36
Exactly. It's all curated. There's no world design. No, I'm just kidding.
  • 13:39
No, it's no longer dynamic. No, I'm just kidding. I'd like to troll you all. Well,
  • 13:43
with that, I'm going to switch over to that and bring in some new folks to join us.
  • 13:49
So give me a moment. These slides will also be available to you all via the article that we're
  • 13:56
going to post. So if you, I know it's hard to read and you're like, is this text for ants? Sometimes.
  • 14:02
What is this? A slideshow for ants?
  • 14:06
Yes. All right. Welcome.
  • 14:11
I'm excited.
  • 14:12
Yeah.
  • 14:12
What up, gamers?
  • 14:13
So with us are two new folks. Some of them you've heard their voices before. Actually,
  • 14:18
both of them, you've heard both of their voices. So I'll give you guys a moment to introduce
  • 14:22
yourselves once again. We've got Dr. Bucky.
  • 14:27
Dr. Bucky.
  • 14:28
You want to talk about who you are, what you do here at Intrepid? Yeah. So hi, everyone. I'm
  • 14:33
Bucky. I've been on the last couple of live streams, but I'm a gameplay designer here at
  • 14:37
Intrepid and working a lot with the systems team, flesh not only systems, the nodes and
  • 14:41
get them all working, but also work a bit with combat as well. Yeah.
  • 14:45
Yeah. You get the best of both worlds there between combat and nodes.
  • 14:48
Yeah.
  • 14:49
You see my fingers and all the designs.
  • 14:50
Some of Bucky's, like when you were doing the node simulation stuff, too, they've seen some of
  • 14:56
this. Yeah, that's right. Which has been pretty cool. Bucky's a jack of all trades. Very. We
  • 15:02
enjoy you, Bucky. Stay with us. And of course, we've got the juice, the juiceto Chris. Tell us
  • 15:09
a little bit about you and what you do here at Intrepid. Yeah. Hi, I'm a senior game designer
  • 15:14
here at Intrepid and I live in node land. It's where I, it's what I live and breathe.
  • 15:21
Yes, Chris is my right hand node man when it comes to understanding everything he has. He
  • 15:28
has digested and regurgitated and digested again. Everything nodes.
  • 15:34
All right. Well, if you guys are all good and we're Gucci, let's head on over to nodes. The
  • 15:41
first segment here we're going to go over is all about citizenship. So I'll hand it over to you,
  • 15:49
Chris. Yeah, so citizenship is kind of aside from nodes existing, one of the most important parts,
  • 15:57
right? So you as a player will get to become a citizen of these nodes. You're going to need to
  • 16:04
acquire some form of housing to be able to do that within that node's jurisdiction. It's zone of
  • 16:09
influence. Those forms of housing can be an in an apartment, a static housing or a freehold.
  • 16:16
The static housing is, go ahead, Steven. I was just going to say and pointing out specifically
  • 16:22
ins is something that most players probably and most in our community have not either heard before
  • 16:27
or did not get elaborated a bit. Do you want to talk to us a little bit about the intent and
  • 16:32
purpose behind why we introduced ins as an option? Yeah, ins are intended to be our most kind of
  • 16:38
accessible form of housing so that one players will be able to become citizens should they desire
  • 16:46
to add in an accessible way because the other forms of housing are fairly limited. Yes, yeah.
  • 16:53
And ins are something that are also sorry, I was just going to say ins are something that are also
  • 16:58
available even around the starting areas before you have an opportunity to go out into the node
  • 17:03
zones as well, and it provides players with additional storage. They have some limited
  • 17:08
furniture application that are on a per room basis, depending on the type of room you rent at
  • 17:14
an inn. That's possible as well, but citizenship, as you said, is one of the most foundational
  • 17:20
aspects of Ashes of Creation, right? You're expected to be a citizen at a node somewhere,
  • 17:25
and you cannot be a citizen at all nodes all the time, right? Yeah, so you know you're going to
  • 17:32
have to pay dues to be a citizen, which are regular, but there's a ton of benefits that come
  • 17:38
with being a citizen, right? You're going to get reduced fees at what that node offers. You're
  • 17:43
going to get reduced tax rates, and you're going to get access to exclusive vendors based on its
  • 17:48
node type. If the nodes collected relics, you're going to have exclusive access to those. So there's
  • 17:54
tons of good reasons to be a citizen, and when you leave a node, you incur a cool down before you
  • 18:00
can become a citizen again. So it's a it's an important choice you have to make, and there's a
  • 18:06
cost to unmaking it. Yeah, absolutely. Players do have some follow up questions, obviously from the
  • 18:11
freehold conversation about housing. They're wondering how much player housing will be
  • 18:15
available to a node, because people are afraid to be homeless. So what are their options on Vera to
  • 18:22
not be homeless? Well, the the ends are one very good option as we were just talking about, and
  • 18:28
those are kind of capped more by citizenship dues as that is a soft cap that increases over time,
  • 18:34
right? When you choose to become a citizen, anybody can kind of get an in to a degree without being
  • 18:40
a citizen. But in addition, apartments are another method which are default and are part of every
  • 18:46
node has access to these apartments, and you can expand those apartment buildings, right? Chris
  • 18:51
and Bucky? Yeah, you can. So the mayor can elect as part of the service building, and you can
  • 18:57
elect as part of the service building system, which we'll talk about in a bit to expand those
  • 19:01
apartments and make them allow them to have more citizens, right? Right and also different
  • 19:08
apartment types such as penthouses that have different thresholds for the types of
  • 19:14
furnitures that they can house, whether they be legendary, more rare types of furnitures that
  • 19:18
require a better either static home or apartments. And to answer your question specifically,
  • 19:24
when it comes to the type of numbers that we are playing with on a per node basis, obviously,
  • 19:30
that's something that changes based on node stage. So the advancement of the node will dictate the
  • 19:35
number of state and node static housing, and there's a predefined amount of those because
  • 19:39
those exist within the world. Right now, we're still playing with those numbers. But if you were
  • 19:44
to think about the level of exclusivity between the different types of housing that we have,
  • 19:48
obviously, the most exclusive when it comes to quantity is going to be freeholds, followed by
  • 19:54
in node housing, followed by apartments, then followed by ins. So that is essentially, you know,
  • 19:59
what it's going to break down wise, exclusivity. We don't have firm numbers on what the static in
  • 20:06
node housing is going to be on a per stage basis. That's something that we intend to test as part of
  • 20:11
Alpha 2. But there is- Well, we have firm numbers internally, right? We're just not-
  • 20:15
Oh, yeah, yeah, yeah. No, no, no. I just want to be clear to people.
  • 20:18
Yeah, sure. What I mean there is that we don't have a number we would feel confident giving the
  • 20:23
community right now and them holding us to that number because it is a variable we intend to use
  • 20:28
data to inform. And that data is going to be play testing with the community as part of Alpha 2.
  • 20:33
Yes. I'm so excited. Housing stuff is so much fun for me. And then the other question here is in
  • 20:38
regards to citizenship. If I am a citizen of a node and I don't agree with leadership, how do I
  • 20:45
or slash what is involved in changing my citizenship to a different node? You mentioned
  • 20:50
there's a cool down, but is there anything else that's involved in that? Yeah, so I can take this
  • 20:56
one. So yeah, basically, it's anytime you can visit the town hall and renounce your citizenship
  • 21:02
at the node. But that comes with the cost of that. Now you go on to a cool down where you can't
  • 21:06
actually join other nodes. So it kind of incentivizes players to try to make it work
  • 21:09
at their node and then try and not just jump ship, right? If they don't like it and try and
  • 21:13
make changes in their node. And then the one other caveat is that if your node's destroyed and like
  • 21:18
a siege, for example, then you will be able to just right away join a new node. You don't have
  • 21:21
to wait on that cool down just so it's not like even further punishing when that scenario and
  • 21:26
something to expand on the refugee status that Bucky was talking about is, you know, the intent
  • 21:33
is that it is a normal process of the world to see PvP be a catalyst for change. That is one of the
  • 21:41
defining elements of our world building approach and being a PvX game is that PvE builds the world
  • 21:48
and PvP changes the world. And as these nodes get destructed, and this should be a normal habit that
  • 21:54
players are accustomed to seeing that landscape changing over time because it is the breath of
  • 21:59
renewal that then is allowed as a result of that action, this refugee status to a degree brings
  • 22:07
down the friction that the player would have normally with finding a new node to become a
  • 22:11
citizen at. And we want those types of mechanics present so that players are not experiencing
  • 22:17
extreme friction after extreme friction after extreme friction to the point where it's just
  • 22:21
like, you know, screw this, I'm done, right? We want to be able to make that a bit of an easier
  • 22:26
process. And so the refugee status reduces the cool down period to joining a new node as a citizen,
  • 22:31
but it also reduces potentially some of the citizenship dues that might be present,
  • 22:37
some of the costs associated with it, and even policies, which we'll talk about a little bit
  • 22:41
later with Chris and Bucky here, can be adopted by other nodes when a siege occurs. That even
  • 22:47
makes it more incentivizing for players to come there as new citizens as well.
  • 22:51
All right. And I will to kind of directly answer if you don't want to leave your node in your
  • 22:57
mayorship is not doing things you like. Most of these systems that we're going to talk about here
  • 23:02
have some amount of like citizenship buy on that's like required for a thing to happen. So,
  • 23:08
you know, it may stagnate a little if you don't like your mayorship, but you can stop them from
  • 23:13
doing destructive things and you can stop them from spending things in ways you don't like.
  • 23:19
Yeah, that might be a good it might be a good segue into the next slide.
  • 23:22
Well, there's a bunch of community questions. I don't know if we want to answer a couple of them
  • 23:25
or speed run through that suit through some. I would I would try to limit it to probably
  • 23:30
around two or three questions per slide. Otherwise, we'll never get to the video.
  • 23:33
OK, I guess they're wanting to know if ins are instance rooms and if they're player owned
  • 23:39
should be. Yes. So instance. So instance instances are apartments and ins.
  • 23:46
And these are shared instances where you can invite party members to join you in the instance
  • 23:50
as well. If you want to do a little bit of role play or, you know, group activities in the in the
  • 23:55
instances and then ownership on the apartments and the ins does not exist. You rent these locations.
  • 24:03
Is it one person who can rent them? Correct. Same with housing. It's like one person owns it.
  • 24:10
Correct. And then you can have family permission set to have access to those as well.
  • 24:14
And then the last one here I'll ask is how will limited housing work with players who stop playing?
  • 24:19
So if someone leaves the game and hasn't come back for a while, will they eventually be evicted
  • 24:24
to allow other players to utilize those spaces? Yes, the the the wheel of tax and death is always
  • 24:30
turning in Vera and taxes are a necessary component in order to upkeep and maintenance the
  • 24:38
the freeholds or the housing that you own. And after a period of not paying those taxes,
  • 24:43
the tax man may visit you and put you in a default status after which period of time.
  • 24:47
If you do not settle that debt, you will lose your property.
  • 24:51
All right, let's move on to mayorship and I will hand it over to you. Justo.
  • 24:58
Yeah, so obviously mayorship is another really important part of nodes. It's how
  • 25:04
we kind of define it as the mayor is tasked with initiating changes to the quality of a node,
  • 25:11
right? Not the progress of it, but the quality of it. So there's four main ways a mayor can get
  • 25:17
elected based on the node type. They're all kind of played a different strengths scientific, which
  • 25:25
we had an alpha one, which we've changed a little since then. It's not a single popular vote. It's
  • 25:31
now a ranked choice vote. And we should take note of that in real life as well. I'm just kidding.
  • 25:40
The economic node type is a blind bid auction. So the player with the most money is going to be the
  • 25:47
node are going to be the mayor and divine is going to be a PVE like favor event that players
  • 25:54
participate in and have to grind through to earn as much favor as possible, right? And then military
  • 26:01
is never revealed. The military one and the military is a trial by combat event. Now this
  • 26:07
is kind of the node enters a state where players who register are going to PVP each other and kind
  • 26:14
of a free for all situation and citizens who aren't registered are going to get to back a
  • 26:20
candidate and PVP with them. Yes. So let me let me set the stage just real quick because I don't
  • 26:27
think in the past we've talked about the potential of having a I think it was like a military
  • 26:33
champion and you could equip that champion and the champion will fight for you and you'd
  • 26:36
accumulate points and that was kind of to to prevent the the strangeness between like the
  • 26:42
one v one scenario. But what we've decided is that moving forward for military nodes,
  • 26:48
we will be implementing an election method that leverages the ruined state of nodes as a PVP
  • 26:55
battleground, so to speak, in the in a form of an instance where citizens and or candidates can
  • 26:59
participate. And during the week, you will have a number of opportunities to participate in a
  • 27:07
timed event where you can pledge your support to a candidate or if you are a candidate, you will
  • 27:13
have objective based gameplay within a windowed period of time within the node proper and you
  • 27:17
will attempt to go to those objectives, execute the required interaction and you will accumulate
  • 27:23
points based off of your performance during those events. And at the end of those events, overall,
  • 27:28
the highest point contributor will be elected the mayor. Now what that event entails is you as a
  • 27:35
citizen can pledge support and you will have open PVP within the node proper that groups of those
  • 27:42
candidates and their pledged supporters can attempt to secure and combat over the objectives
  • 27:49
over an hour period of time, perhaps a number of times a week. And then at the end of those events
  • 27:53
will be the election result. That is the intent and desire behind this system. I think it's going
  • 28:00
to be fun. I think it's going to be interesting. But obviously, the purpose of these demonstrations
  • 28:04
slash discussions is to give you guys an opportunity to give your thoughts, whether or not you think
  • 28:09
that's interesting, what you think could be improved, where are the areas where you would
  • 28:12
have concerns. That's a really cool update, I think, for the military nodes that you guys can
  • 28:18
chat about. Some questions that are coming in from a chat in all the places we're looking at,
  • 28:23
Discord, we're looking at Twitter, we're looking at social. So we're keeping an eye on all the places
  • 28:27
that are getting fed to me. One of the questions is, are all the benefits that mayors can give to
  • 28:32
a node the same for every type of node? Or are there differences per type of node?
  • 28:38
There definitely are differences. The difference is some systems have a more, some of the things
  • 28:45
that mayors can do are more universal. But then some systems have very specific, if your race has
  • 28:51
a certain, your node has a certain dominant race, or your node is a certain type, or it's in a
  • 28:58
certain biome. So there's even differences between kind of where it is too. And then,
  • 29:06
this was just a funny one. Does the mayor get a free home? Just because I think that's funny.
  • 29:12
Their home is the town hall where they slave away all day long. All they want.
  • 29:16
They get to decorate their office. People want to know. So I'm guessing that's not the case.
  • 29:24
They still have to have their own home. Okay. It's a predicate. You have to be a citizen before
  • 29:30
you can be the mayor. So you need to- So you need to know what it's like to be one of the lackeys.
  • 29:36
What happens if a mayor leaves? If they quit playing the game,
  • 29:40
and what will happen to the mayorship if that occurs?
  • 29:45
So some of the decisions that the mayor makes, they have a period of time within which they can
  • 29:50
make the decision. And if they don't, the system will make a decision for them. Some of those
  • 29:54
interactions. Not all, however. There is a constant conversation with regards to the systems we're
  • 30:01
creating for mayors to interact with. How much is too much failure that we're going to give agency
  • 30:05
to a player to be a bad faith mayor, essentially? And part of that is not just if they quit, but if
  • 30:11
they want to actively do the node harm, how much harm can they really do? Those two things kind of
  • 30:17
align with one another. But yeah, some of the systems have automated responses and some don't.
  • 30:23
So there is some damage that can be done. You have to choose your mayor wisely. And in the event that
  • 30:28
somebody quits, then there's an election cycle for a reason and you vote that person out or you have
  • 30:33
a different- if there's a different election method, you have that person removed.
  • 30:37
All right. Kill them. No, I'm just kidding. And the last one here is, can an enemy of the state
  • 30:42
be set on any random player or are there some other prerequisites that need to be met?
  • 30:47
No, you cannot have an enemy of the state condition assigned to a player. There are methods by which
  • 30:53
you can have flag statuses associated with other node citizens through like a node war. And you can
  • 31:02
have open PVP in the world if your nodes are at war with one another, but you cannot denote a
  • 31:06
particular individual as an enemy of the state and have the guards kill them when they approach the
  • 31:10
node. Right? The intent of the system is not to necessarily exclude players from the state.
  • 31:16
It's to literally exclude players, exclude players and create, you know, clicks or factions within
  • 31:22
the nodes per se. Everyone's just going to make Steven the enemy of state.
  • 31:26
Oh, wow. You don't want me as the enemy of state. I have the ultimate weapon.
  • 31:32
Oh, really? Just nuke everything. Spawn three million bears. That's even special.
  • 31:38
I'm just a sandal wanderer anyway, so it's okay. I'm just trolling anyway. Next up,
  • 31:43
mandates to keep things moving and I'll hand it over to you, Chris.
  • 31:48
Yeah, so mandates are kind of a new thing. I don't think we've ever really talked about them
  • 31:52
outside of the company before, but they're functionally what we're talking about.
  • 31:59
This energy system that mayors get to use to enact things, right? Enable service buildings or
  • 32:06
do constructions, etc. And they generate mandates by having citizens participate in these activities,
  • 32:15
right? So contributing to the construction of a service building or doing mayoral commissions,
  • 32:21
which we'll talk about, and voting on policies. So the more citizens like what a mayor is doing,
  • 32:27
the more power they're going to get to do more things. And the less citizens like what they're
  • 32:32
doing, the less power they're going to get to do things. Yeah, this kind of goes back to what
  • 32:38
Stephen was talking about on the last slide to where it's like we're kind of concerned about
  • 32:42
limiting how how much damage a bad faith mayor can do, right? And this is definitely one of those
  • 32:46
systems that, you know, if you're doing good things that the citizens are agreeing with,
  • 32:50
and this is part of your power as a citizen, even if, you know, even if you think you don't have any
  • 32:54
power, this is one of your main things is like agreeing with what the mayor is doing, makes them
  • 32:57
able to do more actions that hopefully are favorable for you. Yeah, absolutely. Yeah.
  • 33:03
So when we think about when we think about certain energy mechanics, usually they're provided as a way
  • 33:08
to give a throttle, right? And most of those throttles are incurred through specific design
  • 33:13
curated intent. However, this throttle exists in such a way where the citizens have the ability
  • 33:19
to either let the gas go for the mayor or pull it back a bit because they're doing things they
  • 33:23
don't necessarily want. And mayors have a unique ability to elicit change within the node proper,
  • 33:29
either through the destruction of certain buildings that have been constructed previously,
  • 33:33
because there's a limited number of slots that buildings can be constructed within,
  • 33:36
or the kickoff of additional projects or the certain types of policies that can be enacted.
  • 33:40
Like those things, those actions, the changing of a tax rate, they all have a unified source of
  • 33:47
energy requirement. And the energy requirement is a mandate. And you accrue those mandates,
  • 33:52
as Chris and Bucky were saying, through doing things that the population agrees with. And when
  • 33:57
you do things that the population doesn't agree with, your mandates suffer. And if you don't have
  • 34:03
mandates to do certain actions, then that's the way that the citizenship throttles back your
  • 34:09
ability to elicit change. So the question we have from people is if there's a cap on the energy for
  • 34:17
mandates. There is not currently a cap that's designed for mandates. However, mandates are an
  • 34:25
accrued energy through action. And actions have cooldowns associated with them that you can do
  • 34:30
them over certain periods of time. And they also have certain weights that are applied by design.
  • 34:34
So naturally, within a given period of time, a mayor will only have the ability to do so many
  • 34:39
things that generate mandates. And as a result, that is the soft cap. However, the system is
  • 34:44
built or is being built in such a way where that is a variable we can define through testing when
  • 34:50
we see if there should be or should not be. We can add that at a later time. And is there a way to
  • 34:55
counter those mandates? Counter those mandates. What do you mean by that? Like if the mayor has
  • 35:05
acquired the mandates, then they can use the mandates as they see fit. However, a lot of the
  • 35:11
interactions still require successful participation by the audience, by the citizens. Chris, if you
  • 35:17
want to talk a little bit about, well, actually, I think we have policies coming up in a second.
  • 35:21
Yeah, we have policies that are coming up. So can a mayor do just a simple vote? Like if they just
  • 35:26
want to ask people stuff like, hey, I want to put up a poll. Is that going to be something that's
  • 35:29
going to be available to them? One of you guys grab that if you want to.
  • 35:35
Yeah, it's not something we've previously discussed. We've talked about having messages
  • 35:40
of the day for the mayor. And obviously, there's still chat services and stuff that mayors can use
  • 35:45
to get the feedback from the citizens. Yeah, we want that to be something that's a bit more
  • 35:56
diegetic and not necessarily handheld by a survey system. We want if the individual is interested
  • 36:02
in participating with their community, with their citizenship, there will be tools that they can use,
  • 36:08
such as the message of the day, such as chat, such as citizenship chat. Right. Like the mayor will
  • 36:13
have a special color name right there and they can ask questions and just have conversations with the
  • 36:17
citizens. A little Q&A with your mayor. That's cute. Yeah, yeah, I want I can't wait to see the
  • 36:22
RP and like how different nodes deal with their mayors. Like, I just I'm so excited for it because
  • 36:29
I've been part of a lot of different communities and every guild runs differently. I feel like every
  • 36:33
node is going to run differently. And I'm just excited to see that. We're already thinking on the
  • 36:38
community side, what kind of fun streams we can do. The last question I think just just real quick,
  • 36:43
because you touched on a great point there. Oh, yeah. Is that we have a very we have a unique
  • 36:49
approach in that we are a non faction based game. Many of the MMOs that a lot of us have played are
  • 36:54
faction based. So because of that, because we're not faction based, we have this concept of pseudo
  • 37:00
factions that we have to create systems in such a way where we can present that. And what you just
  • 37:06
described essentially is a micro community or a pseudo faction that exists within the nodes.
  • 37:10
And as you described, like many of those are going to be very different across the landscape. And I
  • 37:16
think that creates a very compelling and interesting social social diversity so that when you're
  • 37:23
determining friend or foe, there is a landscape that is going to be constantly changing as a
  • 37:28
result of those different faction interests. All right. And our last question here is, will a good
  • 37:33
mayor have a benefit for the next election so they have some kind of like favor points or
  • 37:37
something like that so that they can get reelected? And how long is that term for?
  • 37:44
Yeah, so there's no plan other than the mayor's actions to help them get reelected. Right. If you
  • 37:52
do good things, you're more likely to get reelected because players will like you, you know, but
  • 37:57
there's no systemic benefit to previously being the mayor. Yeah, let's move on to.
  • 38:05
I said one more clarification about mandates, right? Like if you're a you get when you become
  • 38:10
elected, you probably get a couple mandates. Right. And then and then as you do good and you're
  • 38:14
getting more and more mandates and you might end the election with a bunch of mandates. If at that
  • 38:18
point you don't get reelected and a new mayor comes in, I don't think they will inherit all
  • 38:22
your mandates. Yeah, so they'll get reset back to a correct. Yeah, the mandate pool is unique to the
  • 38:29
candidate. Right. And so and that's and then this is obviously remember everything we're discussing
  • 38:34
here is subject to change. You know, this is all based off of testing essentially that we'll be
  • 38:39
doing. But as Bucky described, a mandate is unique to the candidate. And so if the candidate is
  • 38:45
voted out of office, like, yes, there is going to be a momentum slowdown because the other candidate
  • 38:51
and as Bucky said, they'll be coming in with some default amount of mandates available to them.
  • 38:55
Just fresh off the election or fresh off of whatever the election method is that they can use
  • 39:01
to start their their works. But as they as they roll those actions forward, are they generating
  • 39:06
more mandates or are they not? Right. That's kind of the intent behind the momentum a candidate has.
  • 39:12
All right. I'm going to move us on to mayoral commissions. If you'd like to talk a little bit
  • 39:18
about that. Yeah, I could do this one. Yeah. So we got commissions in our game is basically a simple
  • 39:24
type of quest with a singular objective. And there will be other types of commissions like,
  • 39:29
you know, quest related ones, narrative related ones, you know, but mayors will have access to
  • 39:34
initiate mayoral commissions, which are kind of special. And these are commissions that are meant
  • 39:39
to help the node in some way. So and then the node will be rewarded based on the amount of players
  • 39:45
that complete these commissions. So, you know, kind of back to how we were talking about,
  • 39:48
this is one of the like ways to generate more mandates. If you're doing commissions, a lot of
  • 39:52
players are completing them and helping out the node, you'll be getting some more mandate power
  • 39:56
and yeah, and the players will be rewarded as such. So you can get things like experience,
  • 40:01
node reputation, node currency and other other kinds of rewards for helping out the node.
  • 40:05
Yeah. And it's a good thing to point out as well as that citizenship participation is the key factor
  • 40:12
in mandate generation. Whether that's through policy enactment, through commission completion,
  • 40:18
or through a buy order potential, or even unique, you know, one off predicate systems that exist
  • 40:25
outside event wise or whatever, right? Your citizenship participation is what determines
  • 40:30
that. So commissions can be conducted by anyone, non-citizen or citizen, right? And so you want to
  • 40:37
see what the health is of your interaction as a mayor with your citizens versus the one
  • 40:41
versus the world. So that's an important factor as well to keep in mind.
  • 40:46
Yep. And yeah, the commissions basically just cost gold from the treasury for the mayor to initiate
  • 40:50
and they'll have a limited number of commission slots active at one time. And then you can have
  • 40:55
a variety of commissions that'll be enabled based on node type, its location, you know,
  • 41:00
the predominant node race and different building choices, right? So there'll be a lot of different
  • 41:04
options for the mayor to try to see what they want to try to incentivize their players to,
  • 41:08
their citizens to, and other visiting players to work on. Yeah.
  • 41:12
Can they pick a custom flag for their node?
  • 41:19
So mayors will have an emblem generation suite that will have a number of different
  • 41:28
components slash damn, I can't think of the-
  • 41:31
Like symbols.
  • 41:32
Yeah, kind of like how our tattoos-
  • 41:34
Back on.
  • 41:34
Thank you. Yeah, it's a modular insignia system that you can choose and pick between to create
  • 41:40
the flag.
  • 41:42
Cool. Can only citizens participate in commissions or can-
  • 41:47
Anybody can participate in commissions.
  • 41:49
So I can have my friend who's part of another node-
  • 41:51
And just to be clear, there are mayoral commissions and then there are node commissions,
  • 41:56
right? And the node commissions are just general commissions that interact with the world around
  • 41:59
you, the POIs that exist around your node. And the mayoral ones are specifically chosen. Chris,
  • 42:04
if you want to talk a little bit about that.
  • 42:06
Yeah. So, yeah, the mayoral commissions are specifically chosen by the mayor,
  • 42:10
which is kind of, it is similar to the regular commission system, but that system is more
  • 42:18
system generated, right? So anyone can participate in a mayoral commission, but we,
  • 42:24
for mandates, like I said, we track the citizen participation in those, right?
  • 42:29
The mayoral commissions are available for a limited time. There's no limit on the amount
  • 42:33
of players that can complete them, right?
  • 42:35
There's no limit on how many I can have? So how many I can-
  • 42:39
Yeah, yeah, there'll be a limit on how many you can take at any one time. And you can't
  • 42:44
repeat one that's active, right? But once that timer runs out, based on how many people completed
  • 42:52
it, will determine kind of what reward the node gets as a result of that commission.
  • 42:57
And the mayor also has a limitation on the number of active commissions he can
  • 43:02
set at a time. So the intent and purpose there is that the mayoral commissions serve as a
  • 43:08
strategic decision base for the mayor. What issues am I facing? What issues do I believe
  • 43:15
I will face? How is this aligning with my strategy? And then how will my citizens help
  • 43:21
me help participate in accomplishing these goals so that I'm best set strategically for
  • 43:26
what I intend to do with those commissions?
  • 43:28
All right. And our last question for this is, is participation always going to be greater
  • 43:35
for larger nodes by default? Or can a small node with close to 100% participation still
  • 43:42
greatly benefit from them?
  • 43:45
Yeah, so I mean, that's going to come down to what commissions the mayor is initiating,
  • 43:50
right? Level three nodes aren't going to be initiating mayoral commissions that are,
  • 43:56
that require thousands of players to participate, right? Because they don't have access to those,
  • 44:01
where metropolises that have a huge citizenship base will get access to those kinds of commissions.
  • 44:07
So the rewards will be kind of proportionate to, you know, the node level and the expected
  • 44:13
amount of citizens.
  • 44:15
All right. Moving on to our next one. Here we go. Policies, which we keep referencing
  • 44:23
in the other segments. So I feel like this is going to be the one.
  • 44:27
Yeah, policies are also something we haven't really touched on a lot as well, although
  • 44:32
we have referenced it. Chris, if you want to take this one away.
  • 44:36
Yeah. So policies are actions that the mayor can take. They're exactly what it sounds
  • 44:42
like it's a policy, right? So as a mayor, I want people to be harvesting stone. So I'm
  • 44:49
going to initiate this stone policy, which is going to provide this benefit to people
  • 44:53
who are harvesting stone in the zone of influence, right? Now, in order to initiate a policy,
  • 44:59
players are going to be able to, or citizens will be able to vote on it and either turn
  • 45:04
down the policy if they don't want it or, you know, accept the policy if they do.
  • 45:11
Yeah. And that's a very key point, Buck, if you want to chat about that a little bit.
  • 45:14
Yeah. Well, I was just going to say also too, that's one of, bringing it back to my
  • 45:18
mandates, that's one of the really powerful uses of mandates is that it allows you to
  • 45:22
bypass the citizen vote on a policy if you wish. So you can spend that limited energy
  • 45:26
resource. If you really think this policy is important, you need to even just like hotline
  • 45:30
or you think it's good for the citizenship, but they're not going to agree with you. You
  • 45:32
can just say like, skip the vote. And that's one of like the cool powers for policies.
  • 45:37
Yeah. And, and, and really an important aspect that players should be taking away and part of
  • 45:43
what our interest in Alpha 2 to collect data on from player behavior, player sentiment,
  • 45:49
right? And your guys' feedback is how much of an interaction is existing between the
  • 45:54
citizenship of the node and the decisions that the players, that the mayor is making.
  • 45:59
And policies are a great example of that because it requires outside of the mandates that Bucky
  • 46:04
was just talking about, which is very limited in scope, how much a mayor can do. And if they
  • 46:09
really want to spend their mandate capital on that, you know, that's a decision that
  • 46:12
they need to make, but the players are primarily necessary, the citizens in order to vote
  • 46:19
successfully policies in place and policies take a very card format type system, right? The node
  • 46:26
has a number of different locations from which they get certain types of policies from that
  • 46:31
includes things like racial representative of the culture that the node is something that's
  • 46:37
representative of the building selection and specialization that the node has taken something
  • 46:44
that is representative of the predicate of happiness that the node is currently at. If
  • 46:49
they're very happy or not, you can do certain types of policies. So a lot of different predicate
  • 46:53
systems make available and also make relevant whether or not you can even suggest a policy for
  • 47:00
enactment. And then it requires the player buy on the citizenship buy on to actually get that
  • 47:05
enactment completed, completed. And there's a limited number of slots that you can have active
  • 47:09
policies available at a given time. And on top of that, certain policy cards have a cool down. So
  • 47:16
you can't use them repeatedly over and over again. Yeah, I feel like this is definitely one of the
  • 47:21
systems the mayor is going to be constantly like thinking about, like trying to min max their policy
  • 47:26
choices, right? They're going to be like, Oh yeah, I only have limited number of slots, juggling a
  • 47:30
lot of things like the economy of the node. If it's under threat by, you know, a CBO,
  • 47:34
you know, a siege, for example, you know what they're trying to do, how they're trying to
  • 47:38
advance their node, they're going to constantly looking at these policies, try to optimize them
  • 47:41
for the best. And are the policies always voted as majority vote? Yeah. Yeah. Okay. And then the next
  • 47:51
one here is do policies affect the vassal? Just to be clear, just to be clear, you said, you said
  • 47:56
always, except for the cases where the mayor uses his mandate power to override the citizenship
  • 48:02
participation, which again is limited in function, but it is a power that the mayor has available to
  • 48:07
them. Veto. It's like, it's like an emergency action basically, right? Exactly. It's an emergency
  • 48:13
action. Um, and certain events will also make certain policies available. Like if a war gets
  • 48:18
declared or a siege gets declared, you have certain war footing policies that are now available to you.
  • 48:23
Those might require much lower threshold of player or citizenship vote in order to pass, uh, as well
  • 48:30
because of the emergency situations. Um, so I'll re-ask the other question because I think, um,
  • 48:35
we went back to the other one. Uh, do policies also affect the vassal nodes of that node?
  • 48:43
So there may be policies that do, uh, but they don't all inherently.
  • 48:50
Yep. And there might even be policies that affect the zone around you. Policies have a wide range of
  • 48:55
effects, uh, that can be conferred. Um, uh, and that's the intent, right, for the system. Yeah,
  • 49:01
they could go from affecting the buildings you've constructed to affecting the zone of influence of
  • 49:08
your network, right? And the last one here is will nodes affect the policies chosen in a physical
  • 49:15
way, like different objects seen or things like that in the node? Like will they see things change?
  • 49:20
Certain policies will absolutely have a visual change that are present, right? Not all. Um,
  • 49:26
we want to make sure that when we spend our budget of either asset creation or content creation,
  • 49:32
that we're reflecting meaningful choices that are more wide arcing. Um, and that might be in the,
  • 49:37
in the realm of like props getting spawned to reflect like, you know, you have a refugee status.
  • 49:42
Well, now I'm spawning a number of like guards and citizens with clothing and boxes of food,
  • 49:48
to kind of represent, hey, we're taking in refugees because the node nearby got destroyed.
  • 49:53
Um, that's how we would visually diegetically show, uh, these types of effects within the world. And
  • 49:59
in the node layout tool and, and how nodes are constructed, those spaces and locations are
  • 50:04
predefined for certain types of either events or policy creation or relics, right? To show those
  • 50:10
things in those, in those areas. Um, yeah. All right. To keep us moving along, we are going to
  • 50:15
talk about service buildings now, which I'm very excited for people to see on the stream when we
  • 50:20
do the playthrough segment, because it looks cool. Yes. Yes. Serving buildings are one thing we hit
  • 50:27
hard in the, uh, in the playthrough that people about to see, but, uh, Bucky or Chris, if you guys
  • 50:31
want to take it away, I can do this one. Actually, maybe do you want to start with the next slide
  • 50:36
that kind of explains it and we can go into the maintenance and demolition. Sure. We can go into
  • 50:40
the first one. Yeah. Building types go for it. Yeah. Okay. Yeah. So, so yeah, there's a couple
  • 50:48
different types of service buildings, right? We have your default buildings that come pre-built
  • 50:51
with the node. Those are things like the town hall, the warehouse, the caravansary,
  • 50:55
and then there's also constructed service buildings. That's a lot of things like the
  • 50:59
artisanship buildings, businesses that the mayor actually has to initiate and choose and then
  • 51:04
voted on and built by the players. Um, and then the different types of buildings there are between
  • 51:10
that is some buildings are active service buildings. So those are like, you know,
  • 51:13
garages and ship business businesses like you different, you know, your blacksmith,
  • 51:17
your tavern and all that. Um, and then some buildings are passive buildings and those are
  • 51:22
kind of provide passive benefits to the node. They don't have a reason to be visited, but they,
  • 51:26
uh, unlock the ability to upgrade your active service buildings through expansions.
  • 51:29
And then, yeah, so building expansions is like, is the primary way you upgrade your buildings
  • 51:33
through expansions. I think we were showing a expansion tree in the, in the recording, right?
  • 51:37
For the, uh, blacksmith. Um, and so to upgrade your building, you choose expansions, you build
  • 51:42
passive buildings to allow you to like unlock those expansion slots. And this will basically
  • 51:48
specialize your service building down a path and it kind of the building specialization
  • 51:52
will narrow down a specific path. So you can, you can, you can, you can, you can, you can,
  • 51:57
you can, maybe the, kind of, you know, expansion deterioration will narrow down a
  • 52:02
specific path. So you might start as a generalized. Blacksmith building and then you'll specialize
  • 52:06
towards maybe armor Smith. And then towards specifically like plate armor through the
  • 52:10
expansion tree? Yeah. The, the important thing with the service building system for us is that
  • 52:17
it's, it's, uh, a way to shape your node, like a character, right? And to give you an exclusive
  • 52:23
or a niche that you fight over, right?
  • 52:27
If you build, if you go down this weaponsmithing path
  • 52:30
and you build your node to be this like mecca
  • 52:33
of weaponsmithing and the node three doors down builds it,
  • 52:38
there's reason for you to conflict over it, right?
  • 52:40
They're taking your business or maybe you are in a zone
  • 52:43
and there isn't a weaponsmithing thing anywhere near you
  • 52:48
and you do wanna start to carve that path for yourself
  • 52:51
to make your node a place people visit and come to.
  • 52:56
Yeah, and I think the key takeaway here
  • 52:58
when talking about node specialization is buildings provide,
  • 53:04
as we were talking about with policies,
  • 53:06
access to certain policy types as well, right?
  • 53:09
They're going to incentivize player activity
  • 53:11
and traffic to your node based on the services
  • 53:13
that the building is giving you.
  • 53:15
They're going to potentially expand
  • 53:17
the types of craftables and workstations
  • 53:22
that you're going to have available to you
  • 53:24
based on the buildings you construct.
  • 53:26
And there might be reason for you to construct
  • 53:28
the same type of building multiple times
  • 53:30
because the pathway of upgrades is exclusionary, right?
  • 53:34
So when I choose a path down a particular building type
  • 53:38
in order to reach a tier five benefit
  • 53:40
when I eventually reach a higher stage,
  • 53:42
or even if I'm lower stage and want to dedicate
  • 53:46
a majority of my service plots
  • 53:48
toward one particular crafting building,
  • 53:51
like I may get a very top tier workstation as a result,
  • 53:55
even if I'm still a village node, right?
  • 53:57
It's like, I'm the village node that makes the T5 swords
  • 54:01
because I've dedicated all of my plots to that, right?
  • 54:04
Chris, if you wanna talk a little bit about that.
  • 54:06
Yeah, the important thing is expanding your building
  • 54:08
requires other buildings to support it, right?
  • 54:12
So to go from a smithing building
  • 54:14
to a weaponsmithing building,
  • 54:17
you're gonna need to fill another plot
  • 54:19
with what we call those passive buildings, right?
  • 54:23
Or support buildings.
  • 54:23
And they are gonna provide some kind of passive benefit
  • 54:27
to the node as the name kind of describes,
  • 54:29
whether that's to the zone or to services in the node,
  • 54:34
but they're not gonna be buildings
  • 54:35
that you particularly visit,
  • 54:37
but they will allow you to make the buildings
  • 54:39
you are visiting better.
  • 54:41
Yeah.
  • 54:42
And this is a good- And some of those depend,
  • 54:44
so can I- Just real quick.
  • 54:45
Some of those dependencies that Chris said
  • 54:47
can also be conferred based on the vassal ship network
  • 54:52
you have as well.
  • 54:53
So you might have a parent node or a regional,
  • 54:57
a regent node that has a vassal ship over your node,
  • 55:02
and you're getting benefits conferred to you
  • 55:04
through either the prerequisite of the building types
  • 55:06
that you can construct as well
  • 55:08
to make a bit more headway there.
  • 55:10
And I think because you're already talking about the plots
  • 55:12
and how you can space them,
  • 55:14
I know we're gonna show this off in the video as well,
  • 55:16
but how much can a node's government decide
  • 55:18
where a specific building is placed?
  • 55:21
So the plots in a node are predefined,
  • 55:24
but the plots are universal, right?
  • 55:26
So you can put any constructed service building
  • 55:30
in any plot, right?
  • 55:34
And that's relevant because- And those plots
  • 55:34
are in specific places,
  • 55:36
but you get to pick which plot they go to.
  • 55:38
Exactly. Yeah.
  • 55:39
And that's relevant because when it comes to either events
  • 55:43
or sieges against the node and even wars,
  • 55:47
those building locations also serve
  • 55:49
as objective locations as well.
  • 55:51
And there is a varying degree of footprint
  • 55:55
and level design that's associated with access
  • 55:59
to those plot locations.
  • 56:01
So if you know that your Smithy that has your workstation
  • 56:06
to build the T5 stuff is closest to the center-
  • 56:10
Right next to the- Yeah.
  • 56:11
Right next to the door, like that's an aid.
  • 56:14
There's a difference there in strategy.
  • 56:16
Yeah.
  • 56:16
And the next question here is,
  • 56:18
will nodes in certain places have unique buildings
  • 56:21
and unique upgrades,
  • 56:22
or kind of are all of those available to everybody?
  • 56:26
Those, so constructed service buildings are available
  • 56:29
to every type of node in every location, right?
  • 56:33
Where the uniqueness comes in
  • 56:35
is in some of the default buildings,
  • 56:36
like your node type building.
  • 56:39
Yeah, and in addition to that, potentially relics as well,
  • 56:42
which are location dependent within the world,
  • 56:45
you can acquire certain relics that give you access
  • 56:47
to certain types of workstations,
  • 56:49
or that can augment certain types of workstations as well.
  • 56:53
And those could be closer located to certain nodes
  • 56:57
based on the POIs.
  • 56:59
And I think you talking about sieges and destruction
  • 57:01
is a perfect segue into the next slide here,
  • 57:04
which if you guys wanna go for that in regards to-
  • 57:07
And how many slides do we have left
  • 57:10
just so audience knows time to gameplay?
  • 57:12
We have one more after this.
  • 57:14
TTG.
  • 57:15
One more after this in a little video.
  • 57:18
Sweet.
  • 57:19
Yeah.
  • 57:21
All right.
  • 57:22
Yeah, so I can keep going with this one.
  • 57:24
Yeah, so this is just more info about service buildings
  • 57:26
and how they're maintained.
  • 57:29
So service buildings incur regular maintenance costs
  • 57:32
for node commodities,
  • 57:33
or for the node in terms of commodities and gold.
  • 57:35
So to continue operations,
  • 57:37
you have to fund them.
  • 57:38
And that's definitely part of the things
  • 57:39
the mayor will be thinking about
  • 57:40
is keeping that economy going,
  • 57:42
which we'll get into more on the next slide about buy orders.
  • 57:44
But basically if you miss maintenance on a building,
  • 57:47
it'll enter a state of disarray.
  • 57:48
And building maintenance is auto-paid,
  • 57:50
but it kind of goes through
  • 57:54
like the most valuable buildings they'll pay first.
  • 57:56
And then if you don't have enough commodities though,
  • 57:58
or a gold new treasury,
  • 57:59
then some of your buildings will become
  • 58:01
in a state of disarray.
  • 58:03
And so if a building's in a state of disarray
  • 58:05
or maybe damaged as a result of a siege,
  • 58:08
it basically needs to be repaired.
  • 58:09
So to do so, players visiting the node
  • 58:12
can just contribute materials
  • 58:14
to restore the building to an operational state.
  • 58:16
And then mayors will also have the ability
  • 58:19
if they want to demolish constructed buildings.
  • 58:23
So if they so choose, they can destroy a building
  • 58:27
if they don't think it's needed anymore.
  • 58:28
But this will have mandate cost and a player buy-in vote.
  • 58:33
So we want to make sure that mayor can't just go
  • 58:35
and blow up the whole node,
  • 58:36
if they're trying to grief or something.
  • 58:38
So this is a very important and impactful decision.
  • 58:43
And then buildings can also just be straight up destroyed
  • 58:46
from a siege.
  • 58:47
Like if you are sieged and your node ultimately survives,
  • 58:50
you still might've taken some damage
  • 58:52
in form of destroyed buildings.
  • 58:54
And they'll basically become reduced to rubble
  • 58:57
after which a certain period of time,
  • 58:59
they'll become an empty plot again, you can rebuild.
  • 59:01
So that's a very like, even if you attack a node
  • 59:03
and you don't destroy it, you can still weaken it.
  • 59:04
So that's kind of like a strategy for attackers,
  • 59:07
even if they don't, aren't able to destroy the node
  • 59:08
ultimately.
  • 59:09
And especially for events where monster coins
  • 59:12
can be relevant to, you know,
  • 59:14
these are some of the objectives that players might even
  • 59:16
have during PvE events, if they utilize monster coins
  • 59:20
is to either help organize the NPCs in assisting
  • 59:25
in the destruction or disabling of a particular building.
  • 59:29
Yeah, exactly.
  • 59:30
Cool, cool.
  • 59:33
And I think we can head on over to the next question
  • 59:37
or next segment, just to kind of move things along.
  • 59:41
And this is about buy orders,
  • 59:43
which we are gonna show a bit on the playthrough as well.
  • 59:46
Yeah, talk to us about buy orders,
  • 59:48
because this is a big loop for the citizens and the mayor.
  • 59:54
Yeah, so buy orders are really important.
  • 59:57
They're kind of the primary way that the node generates
  • 1:00:00
these things we call node commodities,
  • 1:00:02
which are functionally node resources.
  • 1:00:05
Node resources are used, we spend them on buildings
  • 1:00:10
to build them and upgrade them on maintenance.
  • 1:00:12
You can trade them with other nodes.
  • 1:00:14
You know, they're super useful to the node
  • 1:00:17
and increasing its quality.
  • 1:00:21
Now, basically what it is, is it's a recipe that the mayor
  • 1:00:25
can initiate, maybe they need bins of stone,
  • 1:00:31
like we show in the stream, and that's gonna cost
  • 1:00:35
a different materials and players are going to have
  • 1:00:38
to contribute those materials to the buy order as a package.
  • 1:00:43
And they're gonna get rewarded for it
  • 1:00:45
in the form of node currency.
  • 1:00:47
And if you're like a really economic and strategic player,
  • 1:00:50
you'll kind of be monitoring buy orders around the world
  • 1:00:52
and be trying to transit goods to get the most reward
  • 1:00:55
you can.
  • 1:00:57
And if you're kind of a local player and you just like
  • 1:00:59
helping your node and you'll be, you know,
  • 1:01:02
kind of using them almost as a surrogate vendor
  • 1:01:05
for something, a reward that's a little better
  • 1:01:07
than just dumping your materials at an NPC.
  • 1:01:13
Yeah, absolutely.
  • 1:01:13
So, buy orders are instrumental in the activities
  • 1:01:19
that a node participates in.
  • 1:01:21
Whether it be the transition of these node inventory items,
  • 1:01:26
and again, the node resources, these node commodities,
  • 1:01:30
they do not exist in player inventories.
  • 1:01:32
They exist solely within the nodes inventory.
  • 1:01:34
So, once a material gets sunk into the buy order,
  • 1:01:38
the player receives the benefit of the node currency,
  • 1:01:40
which right now is a bound currency that's used
  • 1:01:42
to purchase a number of different types of vendorable items
  • 1:01:45
that exist within nodes.
  • 1:01:46
It is not player to player currency.
  • 1:01:48
It is not intended to be traded between players,
  • 1:01:52
but instead it interacts with these unique vendors
  • 1:01:54
that supply a large segment of necessary components
  • 1:01:59
for a number of different things,
  • 1:02:00
whether it be crafting, enchantments, you know,
  • 1:02:03
a lot of different things that exist within the node.
  • 1:02:05
This is the reason why you would want to acquire
  • 1:02:07
that currency is so you have access to those types of items.
  • 1:02:10
And you see-
  • 1:02:11
And like Steven, you just take all of them
  • 1:02:12
and you don't share them with anybody.
  • 1:02:14
Unbelievable.
  • 1:02:15
I misunderstood the intent or what he was asking me.
  • 1:02:18
I thought he said he wanted me to share.
  • 1:02:20
Okay, anyways.
  • 1:02:21
So, when the mayor or even if the mayor
  • 1:02:25
is not making these decisions,
  • 1:02:27
buy orders will populate based off of activities
  • 1:02:29
that the node have available to them
  • 1:02:30
after a set period of time,
  • 1:02:32
so that the bad faith mayor is not depleting the node
  • 1:02:35
potentially of its resources
  • 1:02:37
that players can still interact with.
  • 1:02:39
So, the node can use these resources as well to trade
  • 1:02:42
with other nodes that might have resource types
  • 1:02:45
that you need available to them.
  • 1:02:46
And when selecting specific types of buy orders
  • 1:02:49
that require certain material components
  • 1:02:51
in order to fulfill,
  • 1:02:52
you will have a wide array of material choices to make,
  • 1:02:55
either those that are relevant locale to your node placement
  • 1:02:59
or those that are across the world.
  • 1:03:01
And there is a variable in payment
  • 1:03:03
that the mayor has access to in setting
  • 1:03:06
and how they'll be rewarding players.
  • 1:03:07
So, you need to make sure that you're incentivizing players
  • 1:03:09
who are making those large transits across the world
  • 1:03:12
to actually take that risk
  • 1:03:14
and bring those materials to you.
  • 1:03:16
These buy orders require a significant amount
  • 1:03:19
of material components in order to achieve
  • 1:03:21
the necessary inventory that a node wants to see
  • 1:03:24
for construction projects, for trade goods,
  • 1:03:26
for a lot of different things that they use the materials for.
  • 1:03:29
So, it is a big undertaking,
  • 1:03:31
but it is one of the primary loops that the node requires
  • 1:03:34
in order to get the steam to do certain things, right?
  • 1:03:38
And it is something that we showcase in this gameplay video
  • 1:03:41
that we're about to go to after this slide,
  • 1:03:44
but we're gonna, oh, sorry, and Chris and Bucky,
  • 1:03:46
I'll let you give a few more comments
  • 1:03:47
before I preface the video.
  • 1:03:49
Oh, I do have a question for the community as well.
  • 1:03:51
Oh, yeah, sure.
  • 1:03:53
But you guys can go ahead.
  • 1:03:55
I was just gonna add that buy orders
  • 1:03:58
also benefit from citizen contribution, right?
  • 1:04:01
It will generate mandates
  • 1:04:03
if citizens are participating in these buy orders.
  • 1:04:08
So, the question that people are a little confused about
  • 1:04:10
is they're wondering if you can explain
  • 1:04:12
the difference between a buy order is versus a commission.
  • 1:04:17
Yeah, so a buy order is strictly material-based, right?
  • 1:04:21
And you don't accept a buy order and then go do it.
  • 1:04:24
It is something that you can just check your node UI,
  • 1:04:28
or you can check the nodes around you
  • 1:04:30
to see what they have active,
  • 1:04:32
and you can just go do it and come back
  • 1:04:34
and participate or fulfill these buy orders.
  • 1:04:38
Whereas a commission is,
  • 1:04:39
a mayoral commission is more like a quest.
  • 1:04:41
It's something you pick up and then it tracks your activity
  • 1:04:43
while you have it.
  • 1:04:44
Yeah, think of commissions like,
  • 1:04:47
there is the Sherwood Forest is nearby,
  • 1:04:50
and there's a number of wolves
  • 1:04:51
that have been attacking the villagers,
  • 1:04:53
and we need your support in taking care of those wolves.
  • 1:04:57
Go out there now, citizen,
  • 1:04:58
and bring back pelts to prove your worthiness, right?
  • 1:05:01
That's a commission.
  • 1:05:02
Whereas a buy order is more like a person standing
  • 1:05:05
at an auction house saying,
  • 1:05:07
we're willing to buy this for this amount of money.
  • 1:05:09
Does anybody have this?
  • 1:05:10
Right, and you're coming up,
  • 1:05:11
checking your warehouse inventory,
  • 1:05:12
checking your inventory,
  • 1:05:13
and you're depositing that in exchange for the node currency,
  • 1:05:17
and that, then you're using the node currency
  • 1:05:19
to go interact with vendors and purchase vendors.
  • 1:05:22
Now, to be clear, node currency stays with the player,
  • 1:05:25
even if their node is destroyed or they drop citizenship.
  • 1:05:29
This is something that you have available to you
  • 1:05:31
and you carry forward to your next location,
  • 1:05:33
but you may only spend your node currency
  • 1:05:35
at nodes that you're a citizen of.
  • 1:05:37
And also, you have to have enough node rep
  • 1:05:39
to be able to buy certain tiers of things from the node
  • 1:05:42
with your node currency.
  • 1:05:43
Correct.
  • 1:05:44
Even though currency is generic,
  • 1:05:45
you still need the rep with the node
  • 1:05:46
to unlock better purchases.
  • 1:05:47
Correct, and guys,
  • 1:05:49
I said this at the start of this presentation,
  • 1:05:51
that nodes is the most complex system
  • 1:05:54
that exists within Ashes of Creation.
  • 1:05:56
It is arguably one of the more complex systems
  • 1:05:58
that probably exists across MMORPGs as a whole,
  • 1:06:01
and what I would say is what Bucky just commented on,
  • 1:06:04
which is node reputation,
  • 1:06:06
is a separate mechanic that also deals as a predicate
  • 1:06:10
for the vendors that you have access to as a player.
  • 1:06:14
And so you can establish that node reputation
  • 1:06:16
by doing certain activities within the node,
  • 1:06:18
by progressing within certain social organizations
  • 1:06:20
or certain religions within the node,
  • 1:06:23
and then that predicate serves as your access
  • 1:06:25
either to items granularly within a vendor's access table
  • 1:06:29
or to just vendors as a whole.
  • 1:06:31
It just kind of depends,
  • 1:06:32
and there's different thresholds you have to meet
  • 1:06:34
across different vendors.
  • 1:06:36
Yes, it is, and almost every system interacts
  • 1:06:40
with nodes in some way.
  • 1:06:41
It's a little crazy,
  • 1:06:43
so we'd be here all day if we went through everything,
  • 1:06:45
but we will give you snippets here and there
  • 1:06:48
throughout the upcoming months,
  • 1:06:49
so this won't be the only thing.
  • 1:06:50
Just hold tight.
  • 1:06:52
Yes, and on that point,
  • 1:06:54
I do wanna pretext to a degree
  • 1:06:58
what we're going to be showing here.
  • 1:07:00
And I know, Margaret, you have prepared a video
  • 1:07:03
to kind of give players some insight to...
  • 1:07:06
Can we answer one quick question,
  • 1:07:08
which is will buy orders include processed or final goods,
  • 1:07:11
or is it only just the raw materials?
  • 1:07:14
It will include raw materials and processed goods,
  • 1:07:16
but not final crafts.
  • 1:07:18
Okay, cool, cool.
  • 1:07:19
Now I can play the video for you, Stephen.
  • 1:07:22
Cool, so before we play that,
  • 1:07:24
let me just preface something.
  • 1:07:26
So it has been roughly two years
  • 1:07:31
since you guys have been inside of a node.
  • 1:07:35
And always, as usual,
  • 1:07:38
I say that things are works in progress,
  • 1:07:40
art is constantly moving forward,
  • 1:07:42
things are constantly getting better,
  • 1:07:44
and you guys get to watch that progress
  • 1:07:47
as part of our development journey.
  • 1:07:50
And not everybody is built for that,
  • 1:07:52
but you guys are here,
  • 1:07:54
and you guys are watching,
  • 1:07:55
and you're giving us your feedback,
  • 1:07:56
and it's very important to us.
  • 1:07:58
And what we're going to be showcasing today
  • 1:08:00
we can't showcase everything, right?
  • 1:08:03
Some things are still in development,
  • 1:08:05
some things have yet to be developed.
  • 1:08:07
And what we are wanting to showcase to you
  • 1:08:11
is a village update,
  • 1:08:13
where we're showcasing some of the interactions
  • 1:08:15
we just discussed in this slideshow,
  • 1:08:17
such as mayoral activities, taxes,
  • 1:08:20
the initiation of buy orders,
  • 1:08:21
the completion of those buy orders,
  • 1:08:23
the use of inventory systems within the node
  • 1:08:27
to begin a construction sequence,
  • 1:08:30
interacting with the environment,
  • 1:08:32
and most importantly is now,
  • 1:08:35
the visual representation of the node structure
  • 1:08:38
at the village stage.
  • 1:08:40
And this is something that is representative
  • 1:08:43
of the quality that we intend to have with nodes
  • 1:08:48
for launch, and it is for Alpha 2.
  • 1:08:50
But what's most important from you guys
  • 1:08:52
when you are watching this is to give us,
  • 1:08:54
and it's about an hour long video,
  • 1:08:55
so I told you today is going to be a doozy,
  • 1:08:58
or Margaret told you today is going to be a doozy.
  • 1:09:00
But it is something.
  • 1:09:03
I think it's like 32 minutes, not actually an hour.
  • 1:09:05
Oh, I thought it was like 52 minutes.
  • 1:09:07
I was watching it last night.
  • 1:09:09
Did I watch the wrong video?
  • 1:09:10
I might.
  • 1:09:11
Did you have the wrong video?
  • 1:09:12
Uh oh.
  • 1:09:13
I thought it was 52 minutes.
  • 1:09:15
Oh no, my phone died.
  • 1:09:17
Okay, well, it's either 30 minutes or 52.
  • 1:09:20
I'm pretty sure it's 52, but we'll see.
  • 1:09:23
And so my point is that when you guys are watching this,
  • 1:09:27
the best point of feedback is obviously
  • 1:09:29
going to be along the systems design that we just discussed,
  • 1:09:32
but keeping in mind that these systems are created
  • 1:09:35
when you're giving that feedback
  • 1:09:36
in a very intricate and interconnected way,
  • 1:09:39
and we don't have the ability to communicate
  • 1:09:41
all of the intent and purpose,
  • 1:09:43
and all of the designs that are associated with it.
  • 1:09:45
So when you're giving feedback there,
  • 1:09:46
try not to think about the niche points
  • 1:09:49
that we may have already addressed,
  • 1:09:51
but more the overarching intent of the system
  • 1:09:53
and how you feel it will interface with you as a player.
  • 1:09:56
And when you're giving commentary on the visuals
  • 1:09:59
and the interactions that you're gonna see in this video,
  • 1:10:01
think about ways that you would like
  • 1:10:03
to see things done differently
  • 1:10:04
based off of examples that you give
  • 1:10:06
on our, in your past gaming experiences
  • 1:10:09
and what you enjoyed about what's been done visually.
  • 1:10:12
And we have an incredible art team here at Intrepid.
  • 1:10:14
Obviously our environment artists are always amazing.
  • 1:10:17
You're gonna be introduced to three of them
  • 1:10:20
in this live stream.
  • 1:10:22
But before we actually get into the video presentation,
  • 1:10:25
I wanna remind everyone where nodes have come from.
  • 1:10:29
And Richie S.H. who is one of our glorious content creators
  • 1:10:32
in the community, he made a video doing a walkthrough
  • 1:10:36
of a Alpha One nodes where the core functionality
  • 1:10:38
was present, the expansion, the development,
  • 1:10:40
the collection of experience.
  • 1:10:42
People saw them grow there.
  • 1:10:43
They saw the construction there,
  • 1:10:46
and they saw some of the interactions that we've detailed,
  • 1:10:48
but just take a look visually at where nodes have come from
  • 1:10:52
before you're about to see where nodes are now.
  • 1:10:54
And you are right, it's 53 minutes.
  • 1:10:57
Also Richie was on our Q&A that we did in April.
  • 1:11:00
So if you wanna check that out over on our YouTube channel,
  • 1:11:03
Steven answered a lot of great questions over there.
  • 1:11:05
And so we can play the video and talk over
  • 1:11:08
because we're watching it.
  • 1:11:10
Yeah, and as we're-
  • 1:11:11
It's 4K so it, we grabbed this earlier today, so.
  • 1:11:17
Oh, okay, hello there.
  • 1:11:20
Hello.
  • 1:11:21
Yeah, so just to give you guys context,
  • 1:11:23
this was back in Alpha One.
  • 1:11:25
This was a very bare bones representation of the node,
  • 1:11:30
but had a lot of the core functionality present
  • 1:11:32
from the collection of experience around it,
  • 1:11:36
the VassalShip system and locking out other nodes
  • 1:11:39
from progressing, vendor tables that became available
  • 1:11:42
and new nodes and excuse me, new story arcs
  • 1:11:45
and quests that were possible as a result,
  • 1:11:49
the purchasing of housing, the storage components,
  • 1:11:53
the citizenship and the mayoral election, right?
  • 1:11:56
All of this, the core functionality was there,
  • 1:11:58
but just to give you guys insight to development,
  • 1:12:01
this was not visually what we wanted to represent
  • 1:12:04
for the node, but served its purpose at the time.
  • 1:12:06
And so what we are going to see now is nodes for Alpha Two,
  • 1:12:13
the village update, and we're gonna be showing more
  • 1:12:15
about nodes as we move forward towards Alpha Two,
  • 1:12:18
but this is an hour long video you're about to watch
  • 1:12:20
that gives you insight to where we are now.
  • 1:12:22
And with that, enjoy the show.
  • 1:12:27
Send nodes.
  • 1:12:28
Send nodes.
  • 1:12:30
We are sending nodes.
  • 1:12:31
And welcome everyone to another live stream here
  • 1:12:56
in the world of Vera and boy,
  • 1:12:58
do we have an exciting stream today.
  • 1:13:01
We are back again looking at one of the most defining features
  • 1:13:08
of Ashes of Creation, the node system.
  • 1:13:12
And I am joined today by regular face on the live stream.
  • 1:13:19
One of our glorious senior designers, Mr. Chris.
  • 1:13:22
How you doing, Chris?
  • 1:13:23
I'm doing swell.
  • 1:13:24
I don't know if I'd say regular though.
  • 1:13:26
Well, I mean, well, you know, there's once before.
  • 1:13:28
There's one other time.
  • 1:13:30
It's regular now it's two times.
  • 1:13:31
That's a regular thing, right?
  • 1:13:33
I don't know.
  • 1:13:33
I feel like you're a regular on the stream.
  • 1:13:35
That's true.
  • 1:13:36
That's true.
  • 1:13:37
It's true.
  • 1:13:38
All right, I apologize.
  • 1:13:39
We are joined once again by one of our glorious designers,
  • 1:13:42
Mr. Chris.
  • 1:13:43
How you doing, buddy?
  • 1:13:45
Thanks for having me.
  • 1:13:46
It's great to be here.
  • 1:13:47
And for those of you who don't know,
  • 1:13:49
Chris is our resident expert when it comes to nodes.
  • 1:13:53
He lives, eats, breathes and any other normal bodily function
  • 1:13:58
that's required revolves around the node system.
  • 1:14:02
So I'm glad to have you with us because
  • 1:14:06
you know what there needs to be known about nodes.
  • 1:14:09
Where are we?
  • 1:14:10
Oh, sorry.
  • 1:14:11
We're, yeah, lots of things need to be known,
  • 1:14:13
but we're outside of a beautiful node
  • 1:14:16
that's around the corner a little bit.
  • 1:14:18
Okay, and I believe I am the self-appointed mayor
  • 1:14:23
of this node for the purposes of what we're going
  • 1:14:24
to be demonstrating a little bit later.
  • 1:14:26
Yeah, the citizens aren't super happy
  • 1:14:28
that you, you know, invalidated the election process, but.
  • 1:14:32
Wow.
  • 1:14:34
Wow.
  • 1:14:35
It's not an invalidation.
  • 1:14:36
It's a reaffirmation of the correct election process.
  • 1:14:42
So tell me what we're doing out here today.
  • 1:14:43
What are we gonna be showcasing here?
  • 1:14:45
It's been a long time since we've actually taken a look
  • 1:14:48
at nodes, as many of you know.
  • 1:14:50
The last time we saw nodes was back during Alpha 1
  • 1:14:53
in August of 2021.
  • 1:14:55
Wow.
  • 1:14:57
And nodes during that time were,
  • 1:15:00
you know, relatively early functional version.
  • 1:15:04
They had a lot of the core systems
  • 1:15:05
and functionality present that we saw,
  • 1:15:07
which was, you know, constructing buildings
  • 1:15:09
and participating in quest hubs.
  • 1:15:11
They were able to purchase housing and become citizens.
  • 1:15:16
There was all that there,
  • 1:15:17
but they were a very early representation of it
  • 1:15:20
and definitely not visually or aesthetically
  • 1:15:23
what we wanted to present.
  • 1:15:24
That's going to be part of what we're showing,
  • 1:15:26
but what are we doing out here today?
  • 1:15:27
And let me, while you tell me what we're doing,
  • 1:15:29
I'm just going to adjust some of the, the winds.
  • 1:15:31
Yeah, for sure.
  • 1:15:33
Well, today we're going to walk through kind of the
  • 1:15:37
general process of what it takes to build a building.
  • 1:15:40
You know, we're going to get some materials.
  • 1:15:42
We're going to get the nodes some materials.
  • 1:15:45
We're going to get the nodes some money
  • 1:15:47
and we're going to build ourselves a little service building.
  • 1:15:49
Nice. So we're going to go generally around the loops
  • 1:15:52
that players can expect.
  • 1:15:53
And obviously nodes are a huge system.
  • 1:15:56
They are, as I said,
  • 1:15:58
one of the defining features of Ashes of Creation,
  • 1:15:59
what sets us apart from other MMOs.
  • 1:16:01
They reflect the change that exists within the environment
  • 1:16:04
based off of player activity, player actions,
  • 1:16:07
and players have governance over these nodes,
  • 1:16:09
both from a mayoral perspective
  • 1:16:11
and the way that citizens interact with the decisions
  • 1:16:14
that the mayor is, is, is utilizing.
  • 1:16:16
And as a mayor, one of those core loops is,
  • 1:16:19
as you mentioned, buy orders.
  • 1:16:21
Tell me, should I be starting one of these?
  • 1:16:23
How would I go about doing that?
  • 1:16:24
Yeah, so you probably should do that.
  • 1:16:26
There is a lovely menu you can open
  • 1:16:29
with the node button, N.
  • 1:16:32
Okay. All right.
  • 1:16:33
Oh, I see the node here.
  • 1:16:36
And then you're going to go to the treasury page.
  • 1:16:39
Got it. I am on the treasury.
  • 1:16:40
And I see there's a number of different items
  • 1:16:42
in our node inventory.
  • 1:16:44
Yeah, so these are node commodities
  • 1:16:48
and they're the resources the node uses
  • 1:16:50
for lots of things like siege defense.
  • 1:16:53
They're going to use it for maintenance.
  • 1:16:55
They're going to use it to build buildings.
  • 1:16:56
They're going to trade it with other nodes.
  • 1:16:59
Cool.
  • 1:17:01
And these are essentially the resources
  • 1:17:02
that the node are going to be using
  • 1:17:04
in order to initiate those activities
  • 1:17:07
that like construction projects you were mentioning
  • 1:17:08
or trading with other nodes.
  • 1:17:11
And what is the method by which we actually acquire
  • 1:17:14
as a node these goods?
  • 1:17:16
Because these goods are not things that exist
  • 1:17:18
within player inventories,
  • 1:17:20
but rather they are generated by players
  • 1:17:23
interfacing with the environment in some way, shape or form
  • 1:17:26
and then bringing those materials to the node
  • 1:17:28
to get transitioned into these node inventory items.
  • 1:17:32
Exactly. So we're going to do what's called the buy order.
  • 1:17:34
So if you look in the bottom left of your treasury screen
  • 1:17:37
you're going to see a little plus button.
  • 1:17:40
You can click that and it'll open you up to a big list
  • 1:17:44
of commodities that you can select
  • 1:17:46
to kind of set some settings on the buy orders.
  • 1:17:51
Okay, cool. This is looking good.
  • 1:17:53
And just always, as usual guys,
  • 1:17:55
everything that you see is a work in progress.
  • 1:17:58
We are moving towards our alpha two.
  • 1:17:59
So you get to see as part of our open development,
  • 1:18:01
you know, things that are still works in progress
  • 1:18:03
like the UI, this is a functional UI system
  • 1:18:06
but it is not the version of our final UI artistically.
  • 1:18:11
Same is true for everything you see
  • 1:18:12
in the environments and in the world.
  • 1:18:14
So what should I be selecting today?
  • 1:18:18
What do we need? What are we trying to build?
  • 1:18:21
You're going to need some bins of stone.
  • 1:18:23
We're going to build a forge today or a smithy.
  • 1:18:26
We renamed it. It's not a forge anymore.
  • 1:18:28
Okay, cool.
  • 1:18:31
And you need bins of stones for it.
  • 1:18:34
All right. So I see bins of stone
  • 1:18:35
in the industrial goods section.
  • 1:18:38
And over on the right-hand side,
  • 1:18:39
I see that I have the ability as the mayor
  • 1:18:42
to customize the buy order.
  • 1:18:45
And what elements of this would I want to customize and why?
  • 1:18:50
Yeah. So the first thing you see at the top
  • 1:18:53
is the recipe, right?
  • 1:18:54
The recipe is going to change the mins and maxes
  • 1:18:58
of the parameters you see below,
  • 1:19:00
how much you can pay players for these items,
  • 1:19:03
how long you can keep them active.
  • 1:19:05
And the ingredients are options you have
  • 1:19:10
for the recipe that you've picked, right?
  • 1:19:13
For different materials.
  • 1:19:14
So obviously not all materials are going to be local
  • 1:19:17
to all locations.
  • 1:19:18
So kind of picking the right things
  • 1:19:21
to either incentivize players from a long distance
  • 1:19:25
to bring things to you or picking things local
  • 1:19:28
because you need them now and you need them fast
  • 1:19:30
and you need them for a low amount of investment.
  • 1:19:34
Okay. So the first thing I'm looking at
  • 1:19:36
is this purchase price.
  • 1:19:38
And is this what I'm paying players essentially
  • 1:19:41
from the node treasury on a per item basis
  • 1:19:45
of these materials?
  • 1:19:47
So a buy order comes as a package.
  • 1:19:50
So players deliver them as a package.
  • 1:19:53
And you're paying per package functionally,
  • 1:19:56
but that is not in gold, it's in node currency,
  • 1:19:59
which is the primary way that nodes
  • 1:20:01
are going to reward players.
  • 1:20:03
Okay, cool.
  • 1:20:04
And so when I'm purchasing that package,
  • 1:20:08
is it that I'm buying one basalt and one halcyonite
  • 1:20:11
and that is a package?
  • 1:20:12
Or am I buying 50 basalt and 50 halcyonite
  • 1:20:15
and that is a package?
  • 1:20:17
That's going to depend on the recipe.
  • 1:20:19
But so it's not exactly always going to be
  • 1:20:23
the same amount of each.
  • 1:20:25
And the amounts it's per package will vary
  • 1:20:29
based on the amount of investment the node
  • 1:20:31
has to put into the buy order.
  • 1:20:34
Okay, cool.
  • 1:20:34
All right, so I'm going to set this,
  • 1:20:38
because I am a benevolent mayor
  • 1:20:40
and I believe that people should be rewarded
  • 1:20:43
for their hard work and effort in helping to establish
  • 1:20:46
what the node that we are collectively a part of needs.
  • 1:20:49
And I'm going to set that to two, right?
  • 1:20:51
Just above the minimum.
  • 1:20:54
Just barely above it.
  • 1:20:56
The more you pay, the more it will cost
  • 1:20:58
the node's treasury.
  • 1:20:59
Oh, okay, maybe I'll set this back down to one.
  • 1:21:01
No, I'm just kidding.
  • 1:21:02
I'm just kidding.
  • 1:21:04
Now you see why the citizens are mad.
  • 1:21:07
Wait a minute, they're not mad, they're perfectly happy.
  • 1:21:09
We just had an election last week.
  • 1:21:10
There's a 99% approval rating for me.
  • 1:21:14
So, and that 1%, they mysteriously left the node.
  • 1:21:17
I don't know where they went.
  • 1:21:19
They were in a plane.
  • 1:21:20
No, I'm just kidding.
  • 1:21:21
Okay, so all right, duration-wide.
  • 1:21:24
Duration-wise, let's see, three days.
  • 1:21:26
Now, is this the amount of time that players
  • 1:21:28
have the opportunity to kind of turn these things in?
  • 1:21:31
Exactly, so the last slider that you have there is quantity.
  • 1:21:36
And basically, when you initiate a buy order,
  • 1:21:38
the node is paying for it, right?
  • 1:21:41
So regardless of whether players finish it,
  • 1:21:45
you've paid for it.
  • 1:21:46
So the longer it's up, the more likely you are
  • 1:21:49
to get paid out.
  • 1:21:52
But the shorter windows allow people to kind of capitalize
  • 1:21:55
on it, the early bird gets the worm.
  • 1:21:59
And just to be clear, I know exactly what many
  • 1:22:02
of the people in the audience are thinking,
  • 1:22:04
that if I was the mayor and I knew what types of buy orders
  • 1:22:09
I was intending to launch at some date,
  • 1:22:13
I could inform via some type of insider trading
  • 1:22:18
what that is going to be so that people had time
  • 1:22:20
potentially to bring those resources to the node
  • 1:22:22
in advance and purchase out all the buy orders.
  • 1:22:26
Yeah, that is definitely true.
  • 1:22:28
The mayor does have some power to give people warning,
  • 1:22:34
but they also have the power to pull the rug out
  • 1:22:36
from under those people too, right?
  • 1:22:38
Tell them you need bins of stone and you're gonna,
  • 1:22:41
you need basalt and halcyonite, but you actually use iron.
  • 1:22:48
Okay, interesting.
  • 1:22:49
And then that way, if they are bringing those things,
  • 1:22:52
usually via caravan, given that a lot of the quantities
  • 1:22:54
for these types of buy orders are gonna be relatively large
  • 1:22:57
in order to accommodate the necessary material components
  • 1:23:00
that the node requires, they might be subject
  • 1:23:03
to attack potentially, right?
  • 1:23:05
And so reputation matters here.
  • 1:23:07
So I see that in choosing quantity,
  • 1:23:09
I'm choosing 116 different packages,
  • 1:23:11
which means I'll get 116 basalt and 116 halcyonite,
  • 1:23:15
and that will help us to finish this project, yeah?
  • 1:23:20
Correct.
  • 1:23:21
All right, so I'm gonna go ahead and schedule this order.
  • 1:23:24
Order details, okay, yes, let's see.
  • 1:23:28
Oh, okay, so this package has a,
  • 1:23:29
it's not a one-to-one per se.
  • 1:23:31
This is 117 packages, which will constitute total of 696
  • 1:23:36
basalt and 232 halcyonite.
  • 1:23:39
Total reserve cost is 25.
  • 1:23:41
I'm gonna confirm this.
  • 1:23:43
All right, there we go.
  • 1:23:45
All right, so it's kicking off.
  • 1:23:47
All right, so I assume you've brought me out here,
  • 1:23:49
and I don't normally participate in direct menial labor
  • 1:23:53
as the mayor of this node, but for demonstration purposes,
  • 1:23:56
I will help you collect some of these resources.
  • 1:24:03
I see we're out here in a beautiful part of the world.
  • 1:24:05
This is obviously the Riverlands,
  • 1:24:07
which many of our audience are accustomed to seeing.
  • 1:24:11
This will be one of the primary locations
  • 1:24:14
that we will be testing for Alpha-2.
  • 1:24:16
It is expansive, it is large.
  • 1:24:18
It is probably larger than most MMOs,
  • 1:24:20
just as a single biome that people have participated in.
  • 1:24:24
But I see we have some familiar halcyonite here.
  • 1:24:27
Yep, I've got some insider information
  • 1:24:29
from the artisanship team on where we need to go.
  • 1:24:32
Nice, very cool.
  • 1:24:35
Ah, we've added some blue smoke, I see,
  • 1:24:37
to the effects here.
  • 1:24:42
Looks very good.
  • 1:24:44
I see some basalts here as well.
  • 1:24:46
And so players who are interested in seeing
  • 1:24:49
this kind of update at the node
  • 1:24:52
of the necessary materials requested,
  • 1:24:58
not all the time will those materials be
  • 1:25:00
in the locality of that node, right?
  • 1:25:02
That's, as you were mentioning, a bit strategic
  • 1:25:04
for the node to either select material components
  • 1:25:07
that yield the type of node inventory items necessary
  • 1:25:10
or commodities necessary based on the geolocation of that.
  • 1:25:14
Correct, and they might not even have access to bioters
  • 1:25:18
for certain node commodities that are local to them, right?
  • 1:25:24
So higher tier commodities will be further away.
  • 1:25:29
Very cool.
  • 1:25:31
And will players around the world have an opportunity
  • 1:25:34
to inspect the types of bioters that are currently listed
  • 1:25:37
at a particular node?
  • 1:25:41
Yeah, they will be able to.
  • 1:25:42
Cool, very cool.
  • 1:25:44
So those of you who are traders and are interested in kind of,
  • 1:25:47
I'm gonna start moving down this road now.
  • 1:25:48
Those of you who are traders and are interested
  • 1:25:50
in actually capitalizing on the supply and demand of nodes
  • 1:25:56
and their competing interests
  • 1:25:58
and what they're trying to accomplish
  • 1:25:59
will have an opportunity to move those goods
  • 1:26:03
around the world, take that risk potentially,
  • 1:26:06
but receive a high reward as a result.
  • 1:26:11
Exactly.
  • 1:26:12
Ooh, I see we have someone up ahead here.
  • 1:26:14
Who is this?
  • 1:26:16
Oh! Looks like a lovely guard.
  • 1:26:19
A guard doing his duty.
  • 1:26:21
Let me pay him a visit and tell him
  • 1:26:25
how wonderful of a job he is doing.
  • 1:26:29
Fare thee well, God.
  • 1:26:31
Hello.
  • 1:26:33
Stop when your mayor is talking.
  • 1:26:35
Hey.
  • 1:26:37
Listen, they're busy people.
  • 1:26:38
Does he not recognize my authority?
  • 1:26:41
And is he stretching in front of me?
  • 1:26:45
Do I bore you?
  • 1:26:48
Unbelievable.
  • 1:26:49
We're gonna have to talk with his commander.
  • 1:26:51
This is a beautiful area.
  • 1:26:53
I mean, the environment team did a phenomenal job,
  • 1:26:55
obviously, always.
  • 1:26:58
And I think one of the big things
  • 1:27:00
that people are gonna be in for a surprise here
  • 1:27:03
as we showcase this glorious node.
  • 1:27:07
Where are we going?
  • 1:27:07
By the way, this is Winstead.
  • 1:27:09
This is the lovely Winstead node.
  • 1:27:11
So one of the biggest differences
  • 1:27:14
that people are going to notice today,
  • 1:27:16
and of course it's very important to keep in mind,
  • 1:27:20
I'll go into walk mode here, I don't run into my own node.
  • 1:27:24
It's very important to keep in mind
  • 1:27:26
that nodes in Alpha 1, the last time we saw them,
  • 1:27:31
are very placeholder.
  • 1:27:32
Right, as I said, they were core functionality,
  • 1:27:34
but artistically, they did not represent
  • 1:27:36
the aesthetic of nodes that we were intending
  • 1:27:37
to create.
  • 1:27:40
And the environment team has been hard at work
  • 1:27:44
in creating, obviously, the different stages
  • 1:27:46
of these nodes, but also in representing
  • 1:27:49
the type of visual fidelity that we want to represent
  • 1:27:51
within the cities of our game.
  • 1:27:54
And I believe that we have arrived at Winstead
  • 1:28:00
and we are joined by some additional glorious members
  • 1:28:04
of the development team.
  • 1:28:05
I see two of them here.
  • 1:28:07
We have Mr. Tristan, our lead environment artist.
  • 1:28:10
Tristan, how you doing, buddy?
  • 1:28:12
Hello, welcome, doing very well, how are you?
  • 1:28:14
I am doing very good.
  • 1:28:15
We just went for a little stroll, got some resources,
  • 1:28:18
and now we're showing up back to the node.
  • 1:28:19
You got everything we need?
  • 1:28:21
I do, I think I have everything we need.
  • 1:28:24
We also have with us, I see, Adam.
  • 1:28:27
How you doing, buddy?
  • 1:28:28
I am good, thank you.
  • 1:28:30
Another one of our glorious environment artists.
  • 1:28:32
Yes, and there's one more missing.
  • 1:28:35
He's around here somewhere.
  • 1:28:36
What, where is he?
  • 1:28:39
Is he over here, what is this?
  • 1:28:40
Is this the caravansary, by the way?
  • 1:28:42
It is the caravansary.
  • 1:28:45
Very cool, I'm gonna come look over there,
  • 1:28:48
but let me just take a look at what's going on
  • 1:28:50
in here real quick.
  • 1:28:52
Beautiful.
  • 1:28:54
And this is where players will have an opportunity
  • 1:28:56
to reserve certain caravan stalls.
  • 1:28:58
They'll be able to kit out and we'll be showcasing this
  • 1:29:01
in a future livestream, probably a couple months away or so,
  • 1:29:04
where you can kit out your caravan
  • 1:29:06
with different components, you can upgrade these,
  • 1:29:09
and that is a default building, correct?
  • 1:29:11
The nodes don't select and create those by agency,
  • 1:29:14
but they come by default.
  • 1:29:16
Yeah, that is a building that comes with the node,
  • 1:29:18
though it is upgradable by the node.
  • 1:29:20
I see.
  • 1:29:21
Now where is our third, where is James?
  • 1:29:26
Hello.
  • 1:29:27
Oh, we have found him, welcome, James.
  • 1:29:31
I was just doing some stuff at my house,
  • 1:29:33
wasn't really a citizen.
  • 1:29:34
I was able to get some real estate.
  • 1:29:37
Very nice, okay, look at that,
  • 1:29:39
beautiful little house you have there.
  • 1:29:41
It's quaint, I think that's the appropriate term, right?
  • 1:29:44
Quaint?
  • 1:29:44
Are you paying your taxes on that?
  • 1:29:46
You don't really pay us enough, so.
  • 1:29:48
Unbelievable, unbelievable.
  • 1:29:51
It is not the mayor's job to assign these salaries.
  • 1:29:54
This is a purely capitalist society.
  • 1:29:57
You need to speak to your corporate head.
  • 1:30:01
I didn't vote for you.
  • 1:30:02
Oh, no.
  • 1:30:07
We'll be talking after this stream.
  • 1:30:09
I gotta hit with some bad news, James is invisible.
  • 1:30:12
Oh, James, where are you?
  • 1:30:15
I drank a potion of invisibility.
  • 1:30:17
Oh, very nice, I can see you, James,
  • 1:30:19
I think you look very nice for me.
  • 1:30:22
That's because you're the mayor.
  • 1:30:24
Yes, that is correct, I see all, I'm the mayor of Sauron.
  • 1:30:27
No, I'm just kidding.
  • 1:30:28
Well, let's head into the node
  • 1:30:31
and take a look here.
  • 1:30:34
This is, I mean, truly a sight to see.
  • 1:30:38
I love the layout, I love the aesthetic.
  • 1:30:41
You guys did a phenomenal job
  • 1:30:44
with actually representing, I think,
  • 1:30:46
what we want out of the node.
  • 1:30:49
I mean, visually, it's just, it looks great.
  • 1:30:51
Oh, look at the little piglet.
  • 1:30:54
Yeah, you might find a few little small farm animals
  • 1:30:57
to hang out with around the town.
  • 1:30:59
Those guys are great, little piglet.
  • 1:31:02
Talk to me a little bit about what it took
  • 1:31:04
to bring this node online
  • 1:31:05
and to the visual fidelity that we wanted to.
  • 1:31:10
A lot.
  • 1:31:11
A lot said here.
  • 1:31:15
There's far more than just making the art here look good.
  • 1:31:18
It's also anticipating how we're gonna approach
  • 1:31:21
eight different races or more
  • 1:31:24
in terms of the amount of assets that we have to create.
  • 1:31:26
So it's more of a, it's not just an artistic problem,
  • 1:31:30
it's a logistic problem, right?
  • 1:31:31
So we have so much to do when it comes to the world
  • 1:31:37
in terms of the biomes
  • 1:31:38
and making this all work and functional
  • 1:31:40
because all this is dynamic.
  • 1:31:42
This isn't set in stone.
  • 1:31:43
This is something that's going to be spawned
  • 1:31:45
and created by the players
  • 1:31:46
and then built up by the players.
  • 1:31:48
And that, of course, makes it entirely more complex.
  • 1:31:52
100%.
  • 1:31:53
Yes.
  • 1:31:54
We had to develop new systems
  • 1:31:55
for how we develop the art, how we lay out the art,
  • 1:31:58
how design can use the art,
  • 1:32:01
just so that it can be dynamic,
  • 1:32:04
it can be different races,
  • 1:32:06
and it can show up in different biomes.
  • 1:32:08
Yeah.
  • 1:32:10
Yeah, not to mention we had to build up a new aesthetic
  • 1:32:13
to really sell an Ashes of Creation look.
  • 1:32:18
Steven, before you go any further,
  • 1:32:19
can I show you something real quick?
  • 1:32:21
Yes, absolutely.
  • 1:32:23
Right back over here.
  • 1:32:26
You just come back here.
  • 1:32:27
I am on my way.
  • 1:32:31
Where, oh, this is cool.
  • 1:32:32
So there's like these little back alley areas where-
  • 1:32:35
You know, Tristan, why don't you go with him?
  • 1:32:37
No, no.
  • 1:32:38
Yeah, no, that's okay.
  • 1:32:39
We posted something up here.
  • 1:32:41
Oh, what is this?
  • 1:32:42
Who's that little fella?
  • 1:32:44
Who is Tristan?
  • 1:32:46
Have you seen me?
  • 1:32:48
Who is that?
  • 1:32:49
I don't see him.
  • 1:32:50
Who is that guy?
  • 1:32:51
Is that Tristan?
  • 1:32:52
Yeah.
  • 1:32:53
Is that Lord Snot himself?
  • 1:32:55
Oh, wow.
  • 1:32:57
I am currently on the missing board.
  • 1:32:59
You're on the missing board.
  • 1:33:02
That's all right.
  • 1:33:03
At least people care about me.
  • 1:33:04
Hey.
  • 1:33:05
Aw.
  • 1:33:06
They're sad that I'm missing.
  • 1:33:07
No, you have a bounty on your head.
  • 1:33:09
Yeah, the reward is 10 cents.
  • 1:33:13
Well, I'll take it.
  • 1:33:16
At least somebody's paying attention to me
  • 1:33:17
and where I am and where my whereabouts are.
  • 1:33:20
That is hilarious.
  • 1:33:23
So talk to me a little bit about,
  • 1:33:25
we're going to get back to the systems real quick
  • 1:33:27
in a second, guys, but I want to just kind of go over
  • 1:33:30
what are some of the unique hurdles
  • 1:33:33
that we are accomplishing through the development
  • 1:33:35
of these nodes, especially considering that they have
  • 1:33:37
to go through multiple different stages of development
  • 1:33:41
from crossroads to encampment to village to town to city
  • 1:33:45
to eventually these large metropolises
  • 1:33:49
and how that makes this a very complicated process
  • 1:33:52
for you guys.
  • 1:33:54
Yeah, I mean, essentially we have to plan
  • 1:33:55
for the buildings being able to expand,
  • 1:33:58
to get taller, to get bigger,
  • 1:34:00
and that has to happen from day one, right?
  • 1:34:03
Like we need to talk to concept and figure out
  • 1:34:05
how we get from, like you said, camp to metropolis
  • 1:34:09
and then kind of work within those bounds.
  • 1:34:13
And you know, there's been a lot of discoveries and pain
  • 1:34:17
and jubilation along the way, and this guy just died.
  • 1:34:22
I don't know.
  • 1:34:23
But yeah, it's a work in progress
  • 1:34:27
like it is for every stream, right?
  • 1:34:30
But I think we have a good start here
  • 1:34:32
and we'll be able to really kind of push forward
  • 1:34:36
and show progress in the future.
  • 1:34:39
Absolutely, it is a beautiful view, this area.
  • 1:34:44
And I know that there's been some changes
  • 1:34:47
kind of in how we anticipated node expansion working
  • 1:34:53
and utilizing a more district-oriented approach
  • 1:34:58
where expansions kind of are previewed
  • 1:35:01
or at least telegraphed to the node
  • 1:35:04
as development continues, as expansion grows,
  • 1:35:08
players start to see construction taking place
  • 1:35:11
within the node to represent those expanding areas.
  • 1:35:15
Yeah, that's right.
  • 1:35:16
As the mayor and the citizens start, you know,
  • 1:35:20
bringing more online with their node,
  • 1:35:22
you'll start to see the outskirts of say like this village,
  • 1:35:26
for instance, start to have little construction projects.
  • 1:35:29
Grass will be cleared.
  • 1:35:31
You'll start to see scaffolding
  • 1:35:33
and other things being placed as well as materials.
  • 1:35:35
And you'll start to see the village expand into a town
  • 1:35:40
and then a town into a city and so forth and so on.
  • 1:35:44
And it's really exciting to be able
  • 1:35:45
to kind of build those systems
  • 1:35:47
and visually still have them look, you know,
  • 1:35:51
well, you can see how it looks, but.
  • 1:35:53
Yeah, absolutely.
  • 1:35:55
And it's not just, you know, obviously for those of you
  • 1:35:58
who might be a little bit newer
  • 1:36:00
to the audience and the project,
  • 1:36:03
the systems that are in place to accompany
  • 1:36:06
this node progression, these city progressions
  • 1:36:09
across the world are really intended to be defined
  • 1:36:13
by player activity, player action, player choices.
  • 1:36:18
Whoops, I have a little bit of a weird mesh issue over there,
  • 1:36:21
but that's okay.
  • 1:36:23
The really meant to reflect the player choices, right?
  • 1:36:26
And that includes building construction.
  • 1:36:29
And as we were talking about earlier,
  • 1:36:31
these buy orders are the primary method
  • 1:36:33
by which nodes can procure the resources necessary.
  • 1:36:39
One of the other methods by which nodes can help
  • 1:36:44
kind of utilize that expansion
  • 1:36:47
is through treasury acquisition with taxation,
  • 1:36:50
with trade agreements and other nodes.
  • 1:36:52
Chris, we have some resources we've collected.
  • 1:36:55
Where are we gonna head to next to kind of utilize that?
  • 1:36:58
Well, if you'll follow me over here.
  • 1:37:01
All righty.
  • 1:37:02
We're gonna go to the warehouse.
  • 1:37:05
All right, I'm on my way with you to the warehouse.
  • 1:37:10
Now, this is a building that you're gonna manage
  • 1:37:13
your material and item storage.
  • 1:37:16
You're going to obviously interface
  • 1:37:18
with the buy order manager.
  • 1:37:20
I think he's called the requisition agent these days.
  • 1:37:23
All right.
  • 1:37:27
Cool.
  • 1:37:27
So if we're gonna wanna talk
  • 1:37:28
to this lovely fellow over here.
  • 1:37:32
This guy here?
  • 1:37:33
Yep.
  • 1:37:34
All right.
  • 1:37:36
Let's see here.
  • 1:37:37
Okay, here we go.
  • 1:37:38
All right, and as you see kind of the portrait
  • 1:37:40
still outstanding, you're gonna see that some of the UI.
  • 1:37:43
Greetings, citizen.
  • 1:37:44
I am tasked with purchasing goods, which,
  • 1:37:46
how dare him refer to me as a citizen?
  • 1:37:48
We need to fix the greeting tables.
  • 1:37:51
I mean, really, the disrespect.
  • 1:37:53
Okay, I am tasked with purchasing goods,
  • 1:37:56
which the node uses to construct and maintain
  • 1:37:58
its varied services.
  • 1:37:59
Would you like to see our current requisitions?
  • 1:38:01
I would indeed.
  • 1:38:04
Exchange rate, okay.
  • 1:38:06
All right.
  • 1:38:07
And so now anybody who is participating as a citizen
  • 1:38:12
or as just a player in the game can go to these locations
  • 1:38:15
and they can fulfill these buy orders.
  • 1:38:16
So right now I'm seeing that I can adjust the quantity
  • 1:38:19
of goods that I'm going to be offering to the node.
  • 1:38:23
And we might have a little bit of a problem here
  • 1:38:25
because it's saying that the total value of goods
  • 1:38:27
I want to contribute are 232 currency worth,
  • 1:38:30
gold worth, to the node.
  • 1:38:33
Well, you're exchanging two for every,
  • 1:38:36
you're getting two for every package you're fulfilling.
  • 1:38:39
And you can fulfill all of them, it looks like.
  • 1:38:43
Should I do that?
  • 1:38:44
I mean, do you want to share the love?
  • 1:38:50
Okay, I'll do that.
  • 1:38:51
So exchange, confirm, let's see here.
  • 1:38:53
Total materials, process this order for 232.
  • 1:38:56
I will confirm that.
  • 1:38:58
Boom, done.
  • 1:39:00
So now I have acquired node currency
  • 1:39:03
in exchange for these materials.
  • 1:39:09
Correct.
  • 1:39:10
Also, you did all of it.
  • 1:39:12
You didn't share anything.
  • 1:39:14
Uh-oh, what does that mean?
  • 1:39:17
Well, the currency is bound,
  • 1:39:18
so you can't trade it with anyone.
  • 1:39:21
So you fulfilled the whole buy order
  • 1:39:23
and you took all the reward.
  • 1:39:25
Oh, I thought you meant share as in like,
  • 1:39:29
I would take that and then later,
  • 1:39:31
I would use what I received
  • 1:39:34
and give those to other people in other means,
  • 1:39:36
like through servitude as a servant-oriented type leader.
  • 1:39:41
You know what I mean?
  • 1:39:42
Like, I didn't know you meant actually not fulfill the order.
  • 1:39:44
Listen, I need some node currency.
  • 1:39:47
Oh, I'm sorry, I didn't know that's what you meant.
  • 1:39:51
I thought you meant share as in like, me give more resources.
  • 1:39:55
Okay, will that be a problem or are we good?
  • 1:39:58
No, we're good, we're good.
  • 1:39:59
Oh, okay, okay, okay.
  • 1:40:00
I'm just a little hurt.
  • 1:40:01
Oh, I'm sorry, I didn't know that.
  • 1:40:03
Well, I can speak with a guy.
  • 1:40:03
I know some people here at this node.
  • 1:40:06
Okay, okay, for sure, hook me up.
  • 1:40:08
All right, so we've fulfilled this buy order.
  • 1:40:10
What is next in this loop?
  • 1:40:12
So now we are gonna talk about taxes.
  • 1:40:16
You just spent, as a node, 25 gold
  • 1:40:19
to initiate that buy order, right?
  • 1:40:22
Yes.
  • 1:40:23
Eventually we're gonna need.
  • 1:40:24
I see the treasury says I have 75 remaining.
  • 1:40:26
Yeah, and that should be enough to build the building,
  • 1:40:28
but you probably wanna start replenishing now, right?
  • 1:40:31
Yes.
  • 1:40:32
So you're gonna open up your node panel again.
  • 1:40:36
Okay.
  • 1:40:36
And take yourself to the treasury page.
  • 1:40:39
Done.
  • 1:40:40
And you're gonna look, there's a taxes area.
  • 1:40:44
Taxes area, taxes area.
  • 1:40:45
It says tax rates.
  • 1:40:47
Oh, I see that, okay.
  • 1:40:49
Tax rates.
  • 1:40:50
And you're gonna be able to adjust those as the mayor.
  • 1:40:53
So I wanna go to advanced details.
  • 1:40:55
Yep.
  • 1:40:56
Okay, oh, I see, okay, perfect.
  • 1:40:58
And so this is, I see that there are a number
  • 1:41:01
of different potential modifiers.
  • 1:41:04
These probably are going to be offered out
  • 1:41:09
as either the node levels up or as upgrades.
  • 1:41:12
How does that work?
  • 1:41:13
Talk to me a little bit about these modifiers.
  • 1:41:15
So at a high level in early node development,
  • 1:41:20
you're not gonna get access to a lot of these, right?
  • 1:41:22
This is probably pretty close to what a node level three
  • 1:41:25
is gonna end up getting.
  • 1:41:27
And we've broken the things that cost money in the node
  • 1:41:30
into different categories, right?
  • 1:41:32
As the node levels up, you're gonna get access
  • 1:41:35
to kind of deeper controls on the taxes
  • 1:41:38
so that you as a mayor can kind of incentivize players
  • 1:41:43
to come to your node to do certain things, right?
  • 1:41:45
If you're a node that loves smithing,
  • 1:41:49
you're probably gonna wanna lower your taxes on artisanship
  • 1:41:52
to incentivize players to be here.
  • 1:41:55
But then you might wanna drive up taxes and other avenues
  • 1:41:58
that players aren't necessarily coming to your node for,
  • 1:42:01
but are using out of convenience, right?
  • 1:42:05
Okay, cool.
  • 1:42:06
So we need to generate some more income.
  • 1:42:08
Yep, so I would recommend cranking those taxes.
  • 1:42:12
Oh my God.
  • 1:42:14
Oh man, not again.
  • 1:42:16
Oh, here we go.
  • 1:42:17
This is not me.
  • 1:42:18
This is, it takes a village, literally.
  • 1:42:22
Well, that's what we're doing right now.
  • 1:42:23
It takes from a village.
  • 1:42:24
It takes from a villager.
  • 1:42:27
And it goes to the roads, right?
  • 1:42:28
Yes, it goes to the potholes in the roads.
  • 1:42:31
There seems to be quite a lot of them here.
  • 1:42:34
I have adjusted the tax rate to 75%.
  • 1:42:38
All right, now if we go over here to this guy,
  • 1:42:42
you can go ahead and buy some stuff
  • 1:42:45
and 75% of the base cost of these items
  • 1:42:49
is going to go to the, is gonna go to the treasury.
  • 1:42:53
Ooh, let's see here.
  • 1:43:05
This is a bit grayed out for me.
  • 1:43:07
Maybe I don't, guys, again,
  • 1:43:08
you're gonna see some placeholder stuff.
  • 1:43:11
Looks like.
  • 1:43:12
I don't have room for some stuff,
  • 1:43:14
so I'm just gonna be killing some things.
  • 1:43:17
Nobody pay any attention to the non-existent icons.
  • 1:43:22
Yeah, some of that art is still pending.
  • 1:43:26
Okay, I will now interact with this gear vendor
  • 1:43:29
and let's see if he can sell me some items.
  • 1:43:34
You know, these are grayed out for me.
  • 1:43:36
Do you have any money?
  • 1:43:38
Oh my God, I have no money.
  • 1:43:41
It looks like you probably only have node currency.
  • 1:43:43
I need some money.
  • 1:43:47
I'm gonna use a cheat panel.
  • 1:43:48
Nobody look, this is a little bit of a cheat panel.
  • 1:43:51
Okay, you're gonna see where I can.
  • 1:43:55
You're saying your mayor's broke right now, right?
  • 1:43:57
We'll just pick up.
  • 1:43:59
Yeah, yeah, yeah, nobody sees anything.
  • 1:44:01
Maybe you did need that node currency more than I did.
  • 1:44:04
Yeah, so what do I do?
  • 1:44:06
Character gold, let me get some gold.
  • 1:44:11
Give gold, you know, I'm gonna give myself a thousand.
  • 1:44:16
And I will now speak with this individual again,
  • 1:44:19
who was so rude and curt with me
  • 1:44:21
when I tried to buy stuff from him.
  • 1:44:24
Didn't know who I was as the mayor.
  • 1:44:27
Okay, cool, so we wanna generate some currency for the node.
  • 1:44:30
We're just gonna demonstrate here making some purchases.
  • 1:44:36
Oops, I probably need to, hold on, sorry, my bad.
  • 1:44:40
I'm going to select some of these different items.
  • 1:44:49
How do I make that purchase?
  • 1:44:53
So I'm just selecting these items.
  • 1:44:55
Yep, you should just be able to right click them.
  • 1:44:58
Right click, oh, there we go, yeah, yeah, yeah, my bad.
  • 1:45:03
Okay, how much gold do we need for the node right now?
  • 1:45:06
This is more, not enough gold.
  • 1:45:08
Well, this is more not for you
  • 1:45:11
to just make a bunch of gold right away,
  • 1:45:12
but just to make sure we're getting more gold over time.
  • 1:45:15
We have enough to make the building.
  • 1:45:17
Okay, let me check the node treasury.
  • 1:45:20
The node treasury now has 112.
  • 1:45:22
That should be plenty.
  • 1:45:24
So now, you wanna build a building, Steven?
  • 1:45:28
I wanna build a building.
  • 1:45:30
All right, well, let's go have a nice little waltz.
  • 1:45:34
Well, actually, open your mayor panel here for us.
  • 1:45:38
Okay, mayor panel is open.
  • 1:45:41
And you're gonna hit N and go to the buildings tab.
  • 1:45:45
Done.
  • 1:45:46
Now, here you're gonna see a list
  • 1:45:48
of all the buildings we currently have constructed.
  • 1:45:51
Since this is a pretty new node,
  • 1:45:53
all the buildings in this list
  • 1:45:55
are what we call default buildings,
  • 1:45:58
which means they come pre-constructed with the node.
  • 1:46:01
But if you scroll all the way down to the bottom,
  • 1:46:03
you're gonna see the empty plots.
  • 1:46:06
Okay, very cool.
  • 1:46:08
And just to be clear,
  • 1:46:09
the default buildings are offering default services,
  • 1:46:13
as you were saying, apartments, warehouse for storage,
  • 1:46:17
or the caravansary for the caravans
  • 1:46:21
and reception of those caravans.
  • 1:46:24
All nodes will have a base default list of services
  • 1:46:28
that are offered regardless of type.
  • 1:46:31
And then what we're doing now is we're specializing the node
  • 1:46:35
to cater specific services
  • 1:46:37
in order to draw traffic of players to us.
  • 1:46:40
Right, yeah, all the services that come default
  • 1:46:43
with the node we've kind of,
  • 1:46:44
as a design team, deemed essential, right?
  • 1:46:48
We want caravans to move around the world
  • 1:46:50
so everyone should have a caravansary.
  • 1:46:51
We want players to have storage
  • 1:46:53
so everyone should have a warehouse, right?
  • 1:46:55
But that doesn't mean those default buildings
  • 1:46:56
can't be upgraded and specialized themselves, right?
  • 1:47:00
Awesome.
  • 1:47:01
But the empty plots are where you really get
  • 1:47:04
to start specializing your node.
  • 1:47:07
All right, and I see a smithy under artisanship.
  • 1:47:12
Correct.
  • 1:47:14
Okay, I've selected the building.
  • 1:47:16
Yep.
  • 1:47:18
Oh, okay, here we go.
  • 1:47:19
We have a little bit of a tree here
  • 1:47:20
that talks about its expansions.
  • 1:47:23
Yeah, so buildings can expand,
  • 1:47:26
and as I kind of alluded to with the default buildings,
  • 1:47:28
they specialize as they expand, right?
  • 1:47:30
So this isn't like a traditional field tree.
  • 1:47:34
It's exclusionary, more like a tech tree, right?
  • 1:47:37
So selecting the next upgrade for it
  • 1:47:42
will lock out the other two paths, right?
  • 1:47:47
So as you get better with the building,
  • 1:47:49
it will continue to narrow,
  • 1:47:50
which allows lots of nodes
  • 1:47:52
to carve out lots of niches in the world.
  • 1:47:55
Very cool.
  • 1:47:57
And so because of this, because it's exclusionary,
  • 1:48:00
it would be relevant for certain nodes
  • 1:48:03
in order to achieve a broader spectrum
  • 1:48:07
of upgrade potential within a particular building type
  • 1:48:12
to potentially build multiple of these buildings.
  • 1:48:15
Yeah, exactly, right?
  • 1:48:16
If you wanna be the home to weaponsmithing in your node,
  • 1:48:20
you're probably gonna have three smithies
  • 1:48:21
to capitalize on slashing, bludgeoning,
  • 1:48:25
and piercing weapons, right?
  • 1:48:28
And then there are other things you can do
  • 1:48:30
with the policy system or with the relic system
  • 1:48:32
to kind of amp that up even further.
  • 1:48:36
Very cool.
  • 1:48:37
Very cool.
  • 1:48:38
And so let's say, and I know we don't have this,
  • 1:48:42
or I'm not sure if we have this yet implemented,
  • 1:48:45
but let's say, for example, I as the mayor,
  • 1:48:47
I'm about to start this build, right?
  • 1:48:50
I'm gonna, do I just click on this build right now?
  • 1:48:52
Yep.
  • 1:48:53
All right.
  • 1:48:55
Oh, okay, here we go.
  • 1:48:56
Construction requirements.
  • 1:48:57
So I have the bins of stone,
  • 1:49:00
and it looks like we have the cords of wood.
  • 1:49:03
Yep. Citizen contributions.
  • 1:49:05
So the citizen contribution, that is in reference
  • 1:49:07
to when this construction project begins,
  • 1:49:10
citizens will need to come to the building
  • 1:49:13
and contribute resources to aid in its development.
  • 1:49:16
Yeah, so unlike buy orders,
  • 1:49:19
you're not directly rewarded for this, right?
  • 1:49:21
As a player, this is kind of our way of ensuring
  • 1:49:25
that citizens want the thing
  • 1:49:28
that the mayor is asking them to do,
  • 1:49:29
or is spending resources on, right?
  • 1:49:32
So if you're a mayor and you're just like,
  • 1:49:33
ah, I'm gonna build a bunch of this building
  • 1:49:37
that no one wants, then players aren't gonna contribute
  • 1:49:40
to it and they're not gonna get built.
  • 1:49:43
Good call, very cool.
  • 1:49:44
All right, let me confirm this.
  • 1:49:46
Players will have 2 million days
  • 1:49:49
to provide the resources for construction.
  • 1:49:51
Well, that's good.
  • 1:49:52
I wanna be a lenient mayor.
  • 1:49:55
And as many in the audience know,
  • 1:49:58
we expect Ashes to have a very long
  • 1:50:01
and fruitful lifespan as a product.
  • 1:50:05
And 2 million days is a bit on the maybe conservative side
  • 1:50:09
of what we'll actually see overall,
  • 1:50:12
but I think it's a worthwhile time.
  • 1:50:15
Are we good with that?
  • 1:50:16
What do you think, Chris?
  • 1:50:17
Yeah, that sounds great.
  • 1:50:19
Okay, 2 million days it is.
  • 1:50:21
Okay, where do we go to see this building?
  • 1:50:26
So we've constructed it over here.
  • 1:50:30
If you wanna follow me this way.
  • 1:50:31
All right, I'm following.
  • 1:50:33
I don't normally run in my own town, but I will.
  • 1:50:35
I will run for this building.
  • 1:50:37
Listen up, I got places to go, people to see.
  • 1:50:39
People to see?
  • 1:50:41
You work at the behest of the mayor.
  • 1:50:44
So I notice there's a gentleman here you can talk to.
  • 1:50:48
Does he also work for me, just to be clear?
  • 1:50:51
He's a foreman.
  • 1:50:52
He does, he does.
  • 1:50:52
Technically he works for the city.
  • 1:50:54
I am the city, I am the law.
  • 1:50:57
I'm just kidding.
  • 1:50:59
And this gentleman is the construction foreman,
  • 1:51:02
so this is where players will get to go
  • 1:51:03
to donate resources to the construction of a building.
  • 1:51:07
Okay, all right, let's see here.
  • 1:51:09
So he has nothing of nothing acquired.
  • 1:51:12
Well, what is it you say you do here,
  • 1:51:14
Mr. Construction Foreman?
  • 1:51:15
He hasn't collected yet any resources?
  • 1:51:18
Oh, you just initiated it.
  • 1:51:21
Do I have to do everything myself?
  • 1:51:22
Should I give him 100 of the oak log?
  • 1:51:26
I mean, I think that's a fair thing to do.
  • 1:51:28
All right, let us donate.
  • 1:51:33
We shall donate to the foreman.
  • 1:51:36
Oh, it's beginning to construct.
  • 1:51:40
Now Bruno and Scott did a great job
  • 1:51:44
with this construction animation and visual effects.
  • 1:51:49
As you will see, you're gonna see
  • 1:51:51
a sped up version of this here,
  • 1:51:52
but typically Chris talked to me a little bit
  • 1:51:54
about the time expectation for these types of projects,
  • 1:51:58
and of course how that's a variable
  • 1:52:00
depending on the stage of the node
  • 1:52:02
and the building type itself.
  • 1:52:04
Yeah, so we want this to be an exciting thing.
  • 1:52:08
So once materials are kind of contributed to it
  • 1:52:12
and it's ready to finish,
  • 1:52:15
there's gonna be any kind of variable
  • 1:52:17
from like 15 to 20 minutes to even a couple of days
  • 1:52:21
for it to finish constructing,
  • 1:52:23
depending on kind of the power
  • 1:52:25
that the building offers to the players, right?
  • 1:52:28
Very cool.
  • 1:52:29
And James, Adam, Tristan, talk to me a little bit
  • 1:52:34
about how you guys go about constructing
  • 1:52:37
these different more modular sets of building creation
  • 1:52:43
and what it takes to kind of master that
  • 1:52:46
across the multiple different cultures
  • 1:52:49
that we're anticipating to present within these villages.
  • 1:52:56
You wanna take the one Adam?
  • 1:52:57
Yeah, sure, I mean, it's a lot of trial and error,
  • 1:52:59
but it took a lot of practice to figure out
  • 1:53:04
what the correct size of the buildings and the plots,
  • 1:53:08
the walls, the doors, all those things are,
  • 1:53:11
and then to dial them in so that going forward,
  • 1:53:14
any future races, it's all kind of somewhat plug and play,
  • 1:53:19
as long as we're making them to those specs.
  • 1:53:22
The big thing is the aesthetic
  • 1:53:24
and how that will change between races,
  • 1:53:27
which is, you know, still a work in progress,
  • 1:53:30
but like in this, for example,
  • 1:53:32
this one is a lot of Anglo-Saxon type architecture influence.
  • 1:53:38
Yeah, the calar, absolutely.
  • 1:53:39
Yeah, but that's how it works for the most part,
  • 1:53:43
and it's all modular, so we can make these buildings
  • 1:53:47
in mostly any size we want.
  • 1:53:50
So it could reach all the way up to the sky,
  • 1:53:52
multiple floors if we wanted to, not saying we would,
  • 1:53:55
but, and that's the idea.
  • 1:53:58
So then this right here will construct those pieces
  • 1:54:03
for the player, one piece at a time.
  • 1:54:05
Very cool, very cool.
  • 1:54:08
Yeah, I love the, you know,
  • 1:54:10
we previously had a different version of this in,
  • 1:54:13
oh, look, it has little fireworks playing
  • 1:54:16
above the building.
  • 1:54:18
That's awesome.
  • 1:54:19
So it's really, really cool.
  • 1:54:21
So it's drawing attention kind of to the construction.
  • 1:54:26
We had a version of this obviously in Alpha 1,
  • 1:54:29
and, you know, that was very sped up
  • 1:54:33
for what we were trying to accomplish there.
  • 1:54:35
This technique is, you know, meant to more represent
  • 1:54:39
that longer period of construction requirement.
  • 1:54:44
Yeah, and a lot of what you see right now,
  • 1:54:47
it's technically being generated procedurally
  • 1:54:50
by the tech from our TechArt team,
  • 1:54:52
which Bruno has been putting together,
  • 1:54:55
which is like basically we kind of took an approach
  • 1:54:58
similar to other games that you might see
  • 1:55:00
in like strategy games and stuff like that.
  • 1:55:01
So there's a scaffolding approach
  • 1:55:03
that kind of builds things up and forms around,
  • 1:55:05
and you'll see some people kind of working and hammering.
  • 1:55:08
It's very rudimentary at this current point in time,
  • 1:55:10
but yeah, no, the goal is to have it be
  • 1:55:13
as versatile as possible so that when we actually need
  • 1:55:16
to make a hundred of variations of these,
  • 1:55:20
we don't have to sit there and make animations one by one,
  • 1:55:23
which we did in the past,
  • 1:55:26
which gets very complicated, very expensive,
  • 1:55:27
but in this case, it's more of a procedural, you know,
  • 1:55:30
you plug and play like that.
  • 1:55:32
But I do want to clarify that we're not saying
  • 1:55:36
that these nodes are fully procedurally generated.
  • 1:55:40
It's the building aspect is,
  • 1:55:43
but the nodes themselves still have a handmade aspect to it.
  • 1:55:50
Right, correct, yeah.
  • 1:55:52
This is all just for the construction phase,
  • 1:55:53
so we can kind of have things done in a way
  • 1:55:55
that feels natural, but it doesn't really take years
  • 1:55:59
and years to actually complete the final product.
  • 1:56:01
Right, awesome, absolutely.
  • 1:56:04
Very, very impressive work.
  • 1:56:06
So Chris, now that we have constructed this smithy,
  • 1:56:11
what are we doing?
  • 1:56:12
Do you have a little duckling following you?
  • 1:56:14
The ducklings are very aggressive right now.
  • 1:56:17
I have one following me right now.
  • 1:56:18
Oh my God.
  • 1:56:20
But that can be fixed.
  • 1:56:22
No, no, no, no, no, no, no, no.
  • 1:56:25
Do it, do it.
  • 1:56:26
Do it.
  • 1:56:26
Do not kill that duck.
  • 1:56:28
Do it now.
  • 1:56:29
Do it.
  • 1:56:29
Do not kill that duck.
  • 1:56:31
Oh my God.
  • 1:56:32
Oh God.
  • 1:56:32
Oh God.
  • 1:56:33
What are you doing?
  • 1:56:34
Very aggressive.
  • 1:56:36
What are you doing?
  • 1:56:38
Did you just murder that duck?
  • 1:56:40
Did you just murder that duck?
  • 1:56:43
You monster.
  • 1:56:44
You just murder our tax rate?
  • 1:56:45
Just, oh my God, you can't kill innocent animals
  • 1:56:48
over your disgruntledness tax rates.
  • 1:56:50
I would say that's more for food for the village, but.
  • 1:56:53
I'm, you know, rebellion.
  • 1:56:55
I'm trying to.
  • 1:56:55
What have you done?
  • 1:56:58
You can't even eat that.
  • 1:56:59
There's not valuable meat on this creature yet.
  • 1:57:03
That was just, it's a.
  • 1:57:04
I just got a hunting certificate, so.
  • 1:57:07
Did you really?
  • 1:57:08
Oh no.
  • 1:57:08
Oh, you're dead.
  • 1:57:09
Oh no.
  • 1:57:10
Oh no.
  • 1:57:11
The goddess of creation herself has smote you.
  • 1:57:13
Fair enough.
  • 1:57:14
Fair enough.
  • 1:57:15
Fair enough.
  • 1:57:16
Fair enough.
  • 1:57:17
Fair enough.
  • 1:57:18
Fair enough.
  • 1:57:18
All right.
  • 1:57:19
It need to be done.
  • 1:57:20
Chris, what are we going to do with this smithy?
  • 1:57:21
Well, what do you want to do?
  • 1:57:22
We can do some armor smithing.
  • 1:57:24
We can do some weapon smithing.
  • 1:57:26
I honestly think after that heinous act against that duck,
  • 1:57:30
you really needed some better weapons to defend
  • 1:57:32
the beautiful creatures of this node.
  • 1:57:35
Agreed.
  • 1:57:36
I am so angry.
  • 1:57:37
I could just scream.
  • 1:57:39
Not at all.
  • 1:57:40
Sorry, sorry.
  • 1:57:42
Well, over here is the weapon smithing station.
  • 1:57:45
All right, cool.
  • 1:57:46
I was looking at this a little bit earlier.
  • 1:57:48
Whoops, I turned off my UI.
  • 1:57:50
All right, what do we have?
  • 1:57:52
Well, I hear the artisanship team hooked you up
  • 1:57:55
with the ability to make a blood sword.
  • 1:57:59
Oh, do I have materials?
  • 1:58:01
Ooh, I do have some materials.
  • 1:58:03
What should we do?
  • 1:58:04
Oh, the sandals of holding back.
  • 1:58:06
It's like infinite space.
  • 1:58:08
That is a GM back.
  • 1:58:11
Okay, so I do have some materials.
  • 1:58:12
What do we want to do with this material?
  • 1:58:15
Oh, do you want a blood sword or not?
  • 1:58:17
Well, I mean, I don't know.
  • 1:58:19
Do I want a blood sword?
  • 1:58:19
Is a blood sword good?
  • 1:58:20
Is it better than what I already have?
  • 1:58:22
Where's the blood sword?
  • 1:58:23
Crystallized blood sword.
  • 1:58:26
Okay, I see.
  • 1:58:28
It's going to be a pretty spicy sword.
  • 1:58:31
Okay, very cool.
  • 1:58:38
Yeah, let's try this.
  • 1:58:40
What are we going to do here?
  • 1:58:41
So I already have the materials for it.
  • 1:58:44
I just go to craft one quantity.
  • 1:58:47
Hold on, it says I can't craft this.
  • 1:58:49
Yes, you got to add your molds to it.
  • 1:58:52
Oh.
  • 1:58:53
Oh, I have selected my iron weapon mold
  • 1:59:01
and I am using that mold and crafting.
  • 1:59:09
Oh, I do have a crystal blood sword now.
  • 1:59:11
I shall rule with a mighty fist.
  • 1:59:13
Let me equip this.
  • 1:59:17
Well, do I actually have, oh, I do have it.
  • 1:59:19
Oh, okay, that's pretty sweet.
  • 1:59:25
I like that.
  • 1:59:27
Oh, it looks great.
  • 1:59:29
Very cool.
  • 1:59:31
All right, so now that we have constructed this building,
  • 1:59:35
there are also a number of upgrade paths
  • 1:59:38
that players can utilize to specialize the building further.
  • 1:59:41
We previewed that in the tech tree for the building
  • 1:59:43
and each building comes with that sort of customizable
  • 1:59:47
path of upgrades that are possible.
  • 1:59:50
And those continue to give the node a higher specialization
  • 1:59:56
which makes it relevant for player traffic.
  • 1:59:59
Right, and the idea with that too is
  • 2:00:02
no one node can do anything, right?
  • 2:00:04
So it kind of is leaning into this idea
  • 2:00:07
that you need to travel your goods around the world
  • 2:00:11
and go to a lot of places to do a lot of things, right?
  • 2:00:14
Yeah, absolutely, absolutely.
  • 2:00:18
This is a beautiful, I mean, gosh, this is just,
  • 2:00:21
I love the atmospherics.
  • 2:00:24
I love the more nature-oriented aspects
  • 2:00:26
of the interior of the node.
  • 2:00:28
Now, this node, Tristan and Adam James,
  • 2:00:32
this has a bit more topography
  • 2:00:35
than what we were seeing in Alpha 1.
  • 2:00:38
Talk to me a little bit about the types of node templates
  • 2:00:43
and footprints that we are leveraging
  • 2:00:47
with the design of these villages and cities.
  • 2:00:52
Yeah, so there should be kind of a handful
  • 2:00:56
of different types that you'll experience in the world
  • 2:00:58
and they all have their different benefits.
  • 2:01:01
But in this case, we kind of have
  • 2:01:02
a plateau landscape layout for this one.
  • 2:01:06
It's not like you said, the flat landscapes
  • 2:01:09
that we've done in the past.
  • 2:01:10
We've also got ones that will be like rivers
  • 2:01:13
flowing through it and as well as like being nudged up
  • 2:01:16
against say like a body of water
  • 2:01:19
or like a cliff face sort of style.
  • 2:01:22
So in this case, it's, this is a pretty,
  • 2:01:24
one of the more basic versions that you'll see
  • 2:01:27
for the current layout styles that we have, but yeah.
  • 2:01:31
Yeah.
  • 2:01:31
I don't know that the node itself will have its own type
  • 2:01:34
that's best suited to develop into,
  • 2:01:38
I think this one's an academic node.
  • 2:01:41
Yeah, this one is academic.
  • 2:01:42
So I see we have a kind of a placeholder node
  • 2:01:46
type building here.
  • 2:01:48
That's the town hall.
  • 2:01:49
Oh, is that the town hall?
  • 2:01:50
I apologize.
  • 2:01:51
This is the placeholder one over here,
  • 2:01:53
the kind of Citadel looking one, yeah?
  • 2:01:54
Yep.
  • 2:01:55
Yeah, that is a work in progress.
  • 2:01:58
So we have that standing in for now.
  • 2:02:00
Beautiful.
  • 2:02:01
So this is kind of where all the activities take place
  • 2:02:03
for citizenship interactions, the pain,
  • 2:02:06
the paying of these dues,
  • 2:02:08
the opportunity for players to kind of interface
  • 2:02:11
with their local government
  • 2:02:12
and the custom request arcs that are available
  • 2:02:15
based off of the surrounding POIs.
  • 2:02:19
Up here is kind of the city center, so to speak.
  • 2:02:23
Right.
  • 2:02:24
Right, this is where elections happen, right?
  • 2:02:29
Normally.
  • 2:02:30
Normally.
  • 2:02:31
Normally.
  • 2:02:32
Normally.
  • 2:02:33
Normally.
  • 2:02:34
Normally.
  • 2:02:35
When you don't GM command yourself mayor.
  • 2:02:38
Wow, unbelievable.
  • 2:02:40
I just sat down, you guys told me to GM myself mayor.
  • 2:02:44
This is also a place where punishments could happen.
  • 2:02:47
Oh, where's that?
  • 2:02:50
Are there like gallows over here or something?
  • 2:02:52
Yeah.
  • 2:02:52
Are you threatening the mayor?
  • 2:02:54
Yeah, is that the type of mayor that I am?
  • 2:02:55
Do I just have like public hangings or something?
  • 2:02:57
I mean, if you're that type of mayor,
  • 2:02:59
you could just hang anyone, anyone.
  • 2:03:01
Unbelievable.
  • 2:03:02
Depends upon who messes with the ducklings, that's all.
  • 2:03:04
Yep.
  • 2:03:06
I gotta go.
  • 2:03:10
I noticed that we have a bit of homage
  • 2:03:12
that we're paying to the, excuse me,
  • 2:03:15
to the windmill monster that many players experienced
  • 2:03:17
in our pre-alpha testing.
  • 2:03:19
You guys remember that?
  • 2:03:20
That was like two days straight
  • 2:03:22
of us getting stuck at a loading screen
  • 2:03:24
back in like 2018, 2017.
  • 2:03:27
That was a fun time.
  • 2:03:30
I love the windmill.
  • 2:03:31
A mimic the size of a windmill would be pretty.
  • 2:03:34
I think we actually did turn,
  • 2:03:36
so at some point we updated that image
  • 2:03:38
to be a windmill monster that was eating
  • 2:03:41
pre-alpha players when they tried to drive.
  • 2:03:43
That was great.
  • 2:03:44
It was really good.
  • 2:03:45
Oh, it's beautiful.
  • 2:03:46
This is absolutely beautiful.
  • 2:03:48
So, you know what?
  • 2:03:53
I would like to thank each of you
  • 2:03:55
for showing our players the update to Nodes.
  • 2:04:01
This is one of the, one of many updates
  • 2:04:03
that players will be seeing over the course
  • 2:04:06
of the next time till alpha two.
  • 2:04:10
And as it relates to kind of the systems design
  • 2:04:13
of these Nodes showcasing the core loops
  • 2:04:17
with the mayors helping to initiate buy orders
  • 2:04:21
as well as commissions in order
  • 2:04:22
to generate these node commodities,
  • 2:04:24
these node inventory items by which then the node utilizes
  • 2:04:29
to kick off certain either events
  • 2:04:31
or service building constructions
  • 2:04:34
that create an additional loop
  • 2:04:36
for players to participate in.
  • 2:04:38
I think that this is very exciting
  • 2:04:40
that the node is absolutely beautiful
  • 2:04:42
and it hits the aesthetic that we want.
  • 2:04:44
But what's most important is to get your guys' feedback
  • 2:04:47
in the community, you guys as our players,
  • 2:04:50
giving us your thoughts about the visual fidelity
  • 2:04:53
that these villages are representing.
  • 2:04:55
You'll have an opportunity to see additional node stages
  • 2:04:59
as we progress.
  • 2:05:00
This is a lot of work that the environment team
  • 2:05:02
has been doing a phenomenal job in my opinion in creating,
  • 2:05:07
but you guys need to give us your thoughts.
  • 2:05:09
You like what you see here, what can be done better.
  • 2:05:11
And then we are going to chat a little bit more
  • 2:05:15
about some of the system changes that we have introduced
  • 2:05:18
as part of our road to alpha two, as it relates to the Nodes.
  • 2:05:23
So, yes, go ahead.
  • 2:05:25
Is this Nodes part four or part five?
  • 2:05:27
This is, I don't know, this is, you're going to kill me.
  • 2:05:35
This is not yet Nodes part four, but this is getting close.
  • 2:05:40
No, you guys did a great job.
  • 2:05:42
Oh yeah, I'm sure everyone will get that reference there.
  • 2:05:44
Yes, exactly.
  • 2:05:46
But Chris and I will be joining you guys in just a moment
  • 2:05:49
to talk a little bit more in detail
  • 2:05:51
about these systems in just a moment.
  • 2:05:54
Thanks guys for joining us, appreciate it.
  • 2:05:56
Thank you. Thank you.
  • 2:05:58
Bye. Bye.
  • 2:06:07
Seems like people enjoyed it.
  • 2:06:10
I'll be playing the video in the background
  • 2:06:11
whilst we continue to chat.
  • 2:06:14
There were some questions in the channel that,
  • 2:06:18
or in various channels, all the places,
  • 2:06:20
we've accumulated them. All the places.
  • 2:06:22
Our community managers are hot on the trail
  • 2:06:24
and of course social media.
  • 2:06:26
The first one here is, can Node NPCs be customized?
  • 2:06:29
If so, what kinds of customization options are there
  • 2:06:32
and can NPCs be upgraded with things like crafted gear?
  • 2:06:37
Yeah, so there are a group of NPC types
  • 2:06:40
that can be customized.
  • 2:06:41
Those are the mercenaries and the guards
  • 2:06:44
that defend the Node against events and sieges.
  • 2:06:47
Those customization options are conferred
  • 2:06:50
through utilizing upgrades within buildings
  • 2:06:52
like the barracks.
  • 2:06:54
But if we're talking about appearance,
  • 2:06:56
can I change their hair or their facials?
  • 2:06:59
That is not something that is provided to the players.
  • 2:07:02
Can we cook duck soup?
  • 2:07:04
No, I'm just kidding. That's another question on here.
  • 2:07:07
The chat was just losing it.
  • 2:07:08
And the apples, the guy hammering the apples.
  • 2:07:11
Clearly there are bugs.
  • 2:07:13
It's Applesmith. It's Applesmith.
  • 2:07:15
Applesmith, yes.
  • 2:07:17
Granny Applesmith.
  • 2:07:18
No, can you kill... Oh, go ahead.
  • 2:07:21
Just to touch on what you said.
  • 2:07:24
Clearly there are bugs.
  • 2:07:25
Absolutely, guys.
  • 2:07:26
Always remember when somebody out there
  • 2:07:29
who's perhaps not watching development as closely
  • 2:07:32
as our core audience is,
  • 2:07:34
expressing to them that this is work towards Alpha 2,
  • 2:07:37
things are work in progress, there's going to be bugs,
  • 2:07:39
you're going to see weird things.
  • 2:07:41
That's the whole process of development.
  • 2:07:44
We're showing you a slice that we bring up
  • 2:07:47
to a little bit more level of what some would say
  • 2:07:51
is polish, right? Exactly.
  • 2:07:53
Higher fidelity so that we can get a good amount of feedback
  • 2:07:57
from the community and you guys are not obstructed
  • 2:07:59
by things like visual fidelity.
  • 2:08:04
Because sometimes we set buildings up in a node
  • 2:08:07
and it's all gray boxes, right?
  • 2:08:08
Like we don't show you guys that because we're playing around
  • 2:08:11
with layouts and ideas and how the flow feels
  • 2:08:15
and then sieges and level design.
  • 2:08:18
But we don't show you that because it doesn't...
  • 2:08:20
It's a difficult barrier.
  • 2:08:22
That, exactly.
  • 2:08:23
The gray boxing and the prototyping,
  • 2:08:27
for those who are not in a line of development work,
  • 2:08:30
it's a difficult barrier to make it past that visual,
  • 2:08:34
that dissonance there.
  • 2:08:37
So that's why we bring things and we showcase
  • 2:08:39
these systems and whatnot.
  • 2:08:41
We bring it up to a digestible level.
  • 2:08:44
We try.
  • 2:08:47
Two hour digestion.
  • 2:08:48
You know, it's a process.
  • 2:08:51
Next one here is, can you kill guards at a node?
  • 2:08:55
I know we've talked a little bit about this,
  • 2:08:56
but they wanna know, can citizens kill guards
  • 2:08:58
at their own node?
  • 2:08:59
How effective are guards in combat
  • 2:09:02
in order to protect citizens?
  • 2:09:05
Guards are capable of being killed.
  • 2:09:07
However, that is a very tall barrier to surpass.
  • 2:09:10
Meaning that their skill level is relatively high.
  • 2:09:14
Their damage mitigation, their output and power.
  • 2:09:17
Those things are very difficult to overcome,
  • 2:09:20
but they can be killed.
  • 2:09:21
And again, you can upgrade guards through policies,
  • 2:09:25
through upgrades within the barracks structures,
  • 2:09:28
and you can even place mercenaries and guards
  • 2:09:31
ahead of certain events.
  • 2:09:33
All right.
  • 2:09:35
And the next one here is, can node to node,
  • 2:09:39
well, I guess following up on that,
  • 2:09:42
in sieges, will guards be more active
  • 2:09:45
or are they gonna play a more passive role?
  • 2:09:48
During sieges, guards and the...
  • 2:09:54
Merchants and NPCs.
  • 2:09:56
No, no, no.
  • 2:09:57
Yeah, non-combat NPCs are despawned during sieges,
  • 2:10:01
unless they're relevant from an objective perspective.
  • 2:10:04
And then combat NPCs, which include the garrison,
  • 2:10:08
which is a military detachment that gets spawned
  • 2:10:10
based on the upgrade choices that the barracks
  • 2:10:12
have been made, and the existing guard populations
  • 2:10:15
will be present to participate in the siege
  • 2:10:17
from an AI perspective.
  • 2:10:19
Okay.
  • 2:10:20
Sorry, I just wanna add that little bit on there,
  • 2:10:21
because I think they were asking about sieges too.
  • 2:10:24
Can node to node trade supply some of the commodities
  • 2:10:27
that are not present in the node that starts the buy order?
  • 2:10:31
Okay.
  • 2:10:32
And does that trigger a caravan between the nodes?
  • 2:10:35
Correct.
  • 2:10:36
So mayoral caravans, which I'm not sure
  • 2:10:38
we've elaborated too much on.
  • 2:10:41
We've talked about it.
  • 2:10:43
Yeah, essentially what happens is,
  • 2:10:44
mayors who need certain resources
  • 2:10:47
that either they don't have enough of,
  • 2:10:49
or that they're prospectively investing in,
  • 2:10:52
they will initiate a mayor request.
  • 2:10:56
And any node that sees that request
  • 2:11:00
on the mayoral node, excuse me,
  • 2:11:04
the mayoral caravan dropdown menu,
  • 2:11:06
will have an opportunity to attempt
  • 2:11:09
to fulfill the trade request.
  • 2:11:12
In order to fulfill a trade request,
  • 2:11:14
a node must have a certain level of relationship
  • 2:11:18
with that requesting node.
  • 2:11:20
At a minimum, it has to be a trade agreement relationship.
  • 2:11:24
And then there's a limited number
  • 2:11:25
of those trade relationships that you can have.
  • 2:11:27
And that scales up to eventually alliance perspective.
  • 2:11:31
And then once the node requesting mayor
  • 2:11:35
accepts a potential fill order,
  • 2:11:38
then a system spawned caravan is generated
  • 2:11:42
and the transit is completed.
  • 2:11:44
And players can participate
  • 2:11:46
in helping to defend that or not.
  • 2:11:48
And we'll have more information about caravans
  • 2:11:50
coming up in a future live stream.
  • 2:11:51
So stay tuned for that. Yes, very soon, very soon.
  • 2:11:56
Then the next one is, can we see the empty plots
  • 2:11:59
so that we can plan out the physical placement of buildings?
  • 2:12:04
Can you see the empty plots?
  • 2:12:06
Yes, there will be a node map
  • 2:12:09
that players will have access to within the UI.
  • 2:12:13
And on that map, you'll be able to see the plot locations.
  • 2:12:18
Yeah, and you can see them in the world too.
  • 2:12:20
Like if you walk around, you can tell that less space
  • 2:12:22
is used for a building, like a governmental building.
  • 2:12:26
Yeah.
  • 2:12:27
And then the next, oh, I think there's a follow-up to this.
  • 2:12:32
Can you choose where to place them?
  • 2:12:33
So we talked about this earlier in regards to that,
  • 2:12:36
which is there are designated plots,
  • 2:12:38
but the mayor can choose which plots to place them in.
  • 2:12:42
And so what Stephen had stated before
  • 2:12:43
is that there's some strategy to this, right?
  • 2:12:45
If there's a plot that's close to a gate
  • 2:12:47
and there's a plot that's further inland
  • 2:12:49
in the middle of your node,
  • 2:12:50
maybe you wanna be strategic about which buildings
  • 2:12:53
you place near the door,
  • 2:12:55
because those ones might get destroyed faster.
  • 2:12:58
And then if a siege happens and it gets destroyed,
  • 2:13:02
now you're having to put more resources into that to fix it,
  • 2:13:05
to bring it back up to a non-disarrayed status,
  • 2:13:11
because you wanna be able to use it, right?
  • 2:13:13
Yeah, and basically just the quick answer there
  • 2:13:16
is of course, plots exist within the node
  • 2:13:19
and all buildings can be placed in any plot.
  • 2:13:22
All right.
  • 2:13:24
And then is the game time requirement,
  • 2:13:28
the two million days in game time or real time?
  • 2:13:32
Clearly not.
  • 2:13:33
No, that was a bug.
  • 2:13:35
I was just making jest of that.
  • 2:13:37
And again, to reiterate, the UI is very work in progress.
  • 2:13:41
You are seeing what is the version of our functional UI,
  • 2:13:45
which is not representative of our artistic UI,
  • 2:13:48
which is player facing.
  • 2:13:49
It'd be cool if the mayor could be like,
  • 2:13:51
hey, I want this to be done within this timeframe.
  • 2:13:54
And they have like a window that they can choose between,
  • 2:13:56
it would be cool.
  • 2:13:57
That is dictated by the type of building
  • 2:13:59
that's being constructed.
  • 2:14:00
So each building has its own associated construction rate,
  • 2:14:05
or time, and that can be augmented by certain effects,
  • 2:14:10
some of which can be conferred through policies as well
  • 2:14:12
that give you longer construction times.
  • 2:14:14
So those policies could mean
  • 2:14:16
that you construct things faster,
  • 2:14:18
but the more powerful the building is expected
  • 2:14:21
to probably take more time.
  • 2:14:24
Correct. Is that a good annotation?
  • 2:14:25
Okay, cool.
  • 2:14:27
And I think that's it for the major ones from the chat.
  • 2:14:29
I know we're gonna have a million.
  • 2:14:31
We'll be here all day if we answer all the questions.
  • 2:14:33
So we do wanna let you all go at some point.
  • 2:14:37
So we're gonna do a quick studio update
  • 2:14:40
if you don't mind, Stephen.
  • 2:14:42
Absolutely, a studio update.
  • 2:14:45
Things are going very well here at the studio.
  • 2:14:47
We continue to grow with, of course,
  • 2:14:50
your guys' help out in the community,
  • 2:14:51
spreading the word for Ashes of Creation,
  • 2:14:53
especially our content creators,
  • 2:14:55
and those of you who are our de facto headhunters
  • 2:15:03
that talk about Ashes on social media and whatnot.
  • 2:15:08
We have a number of listed positions still available.
  • 2:15:11
We show that on social media as well.
  • 2:15:14
Anybody who is watching this that's a developer
  • 2:15:17
that might be interested in potentially applying
  • 2:15:18
for the team, you can always visit our company website
  • 2:15:21
at intrepidstudios.com and take a look
  • 2:15:23
at what roles are available.
  • 2:15:24
Slash Careers for the list of jobs.
  • 2:15:26
Slash Careers, yes.
  • 2:15:27
Our hearts go out 100% to some of the studios
  • 2:15:30
that we've been seeing having layoffs recently.
  • 2:15:34
That is always a very sad sight to see.
  • 2:15:35
This is a very close-knit and small industry.
  • 2:15:39
And many of the people who are a part
  • 2:15:41
of these development studios are there
  • 2:15:43
because of a sheer passion that they have
  • 2:15:46
as being one of us, a gamer,
  • 2:15:48
and wanting to make something that can make you guys,
  • 2:15:52
their communities happy.
  • 2:15:54
And it is just a very sad thing to see sometimes
  • 2:15:56
when these studios get closed down,
  • 2:15:58
either through mismanagement or through whatever.
  • 2:16:02
And we're trying on our end to have some scalable solutions
  • 2:16:06
in place for things like that.
  • 2:16:07
Because we understand in development,
  • 2:16:09
there's times where, hey, you need a lot of QA
  • 2:16:11
or a lot of CS or influx of artists
  • 2:16:14
for certain types of things,
  • 2:16:15
but you don't need them for the longevity
  • 2:16:17
of the entire project.
  • 2:16:18
And so coming up with solutions that are like contractual
  • 2:16:21
or things like that can really aid in that.
  • 2:16:23
So it's not like, hey, people are getting laid off
  • 2:16:27
left and right.
  • 2:16:28
I think, again, that's something that we're trying
  • 2:16:30
to be conscious of at Intrepid Studios as we grow.
  • 2:16:33
And like Stephen has said a million times,
  • 2:16:35
we are trying to grow smartly and only get people
  • 2:16:38
in the roles that we really need at the time.
  • 2:16:40
So that means that some teams are wearing many hats
  • 2:16:42
because that's what that life is like.
  • 2:16:45
Yeah, yeah, absolutely.
  • 2:16:48
We have over 150 developers now at Intrepid
  • 2:16:51
and that touch the project in some way, shape or form
  • 2:16:54
here in San Diego.
  • 2:16:55
We are continuing to hire, so send people our way,
  • 2:16:58
good people our way.
  • 2:16:59
Send them our way.
  • 2:17:02
And of course, we did like a potluck this month.
  • 2:17:05
It's been fun.
  • 2:17:06
The studio, we're constantly always trying to celebrate
  • 2:17:10
the little things, the little moments that we have
  • 2:17:11
internally with our internal milestones too,
  • 2:17:14
because that's a good morale boost.
  • 2:17:15
And just the teams in general have been kicking butts.
  • 2:17:19
So sending love to all of them.
  • 2:17:21
If we can get some little hearts in chat for our developers,
  • 2:17:25
one of the things that I always say is like,
  • 2:17:27
it's so hard when you hear players say,
  • 2:17:29
oh, the developers don't care because deep down,
  • 2:17:32
the ones who are working day in and out, we care a lot.
  • 2:17:34
And yes, sometimes things don't always go the way
  • 2:17:36
that we expect, but we're trying.
  • 2:17:39
And at least Intrepid here, we care a lot.
  • 2:17:42
Absolutely.
  • 2:17:43
And just to give a shout out, guys,
  • 2:17:45
I know I was watching chat, you guys,
  • 2:17:47
it seemed that the sentiment was resoundingly positive
  • 2:17:51
with regards to the visual direction
  • 2:17:52
that the nodes are taking.
  • 2:17:54
Just wanna give a shout out to our art team in particular,
  • 2:17:58
our tech artists and our environment team,
  • 2:18:02
Tristan, who's their lead.
  • 2:18:04
They all do a phenomenal job.
  • 2:18:05
Zachary, Scott, John, James, Hans, Hal, Charlie,
  • 2:18:09
Cameron, Brandon, Brianna, Ayoung, Adam and Adam,
  • 2:18:12
you guys have done a phenomenal job.
  • 2:18:15
Brian as well, and Bruno, just big hearts in chat for them.
  • 2:18:20
They slave away at making us the visuals
  • 2:18:24
that we all wanna see, quality level in the games
  • 2:18:27
that we spend a majority of our time in, our free time in.
  • 2:18:30
And it is one thing to have an artist working on something,
  • 2:18:34
it's another thing to have a passionate individual
  • 2:18:36
who wants to play in a world they're creating.
  • 2:18:39
And I feel very, very privileged and blessed.
  • 2:18:43
And I express the sentiment on behalf of our community,
  • 2:18:46
our team of developers, artists and all,
  • 2:18:49
continue to strive and do an amazing job.
  • 2:18:51
So very well done Intrepid.
  • 2:18:53
I think that this was a great moment for the community
  • 2:18:56
to see the direction that nodes take.
  • 2:18:58
We are the node game.
  • 2:19:00
This is a fundamental world building aspect
  • 2:19:02
that MMOs have not historically seen
  • 2:19:05
or had an opportunity to leverage or utilize
  • 2:19:09
to the degree that we are doing so.
  • 2:19:13
To a degree, that's the risk that is Ashes of Creation,
  • 2:19:16
what will players do with this newfound power?
  • 2:19:18
But at the same time, I feel it's the most appealing one.
  • 2:19:21
And so for that, big props to the team
  • 2:19:24
and for you guys out in the community
  • 2:19:26
giving us your feedback and joining us on this journey.
  • 2:19:30
Speaking of the community, we are gonna grab some Q&A,
  • 2:19:32
but of course we do have a thread up.
  • 2:19:35
And while we do that, I'll play more of the video.
  • 2:19:38
But we do have a thread up right now for feedback.
  • 2:19:40
Please give us your feedback in regards to nodes,
  • 2:19:43
the village node update that we provided with you.
  • 2:19:45
And we will have the 4K video up on YouTube as well,
  • 2:19:48
as per usual.
  • 2:19:50
Shortly after. Shortly after, so stay tuned.
  • 2:19:53
So with the questions, the first one here is from Gaul
  • 2:19:56
about potion chugging.
  • 2:19:58
What is the intent? And I know we,
  • 2:19:59
Oh, go ahead. And just real quick Margaret,
  • 2:20:00
I know we have a lot of these questions,
  • 2:20:02
but I do have a hard stop at 1.30.
  • 2:20:05
I thought we were only gonna be two hours.
  • 2:20:06
So maybe just grab the top three.
  • 2:20:07
Okay, I'll grab the top three.
  • 2:20:09
So the first one is about potion chugging.
  • 2:20:12
What is the intent for potion consumption
  • 2:20:14
during active combat?
  • 2:20:15
Will we chug potions regularly
  • 2:20:18
or will there be a moderate cool down?
  • 2:20:21
Yeah, there will be a cool down for potion use.
  • 2:20:24
It is intended that potions are relevant during combat.
  • 2:20:27
There will be a mixture of potion use
  • 2:20:30
as well as meals and or drinks.
  • 2:20:33
That's something we'll get into a little bit in the future,
  • 2:20:34
the differences between those things
  • 2:20:36
and what types of benefits they confer
  • 2:20:37
because they are unique to the type.
  • 2:20:39
But there will also be tiers
  • 2:20:42
of these different types of things.
  • 2:20:44
And those tiers will share cool down.
  • 2:20:46
So you might have a very strong potion
  • 2:20:50
and a very minor potion.
  • 2:20:51
They'll have separate cool downs
  • 2:20:53
that they share with their same tier.
  • 2:20:58
So the intent is not to spam potions during combat.
  • 2:21:01
The intent is to be tactical in the use of these potions
  • 2:21:05
because you do not have an unlimited ability.
  • 2:21:07
Right, and then Sun Garden wants to know
  • 2:21:10
about mounted combat.
  • 2:21:11
How will it be evident to players in a PVP scenario
  • 2:21:15
what types of abilities they might anticipate
  • 2:21:18
from an enemy's mount if its owner has a skin
  • 2:21:21
of another breed applied to it?
  • 2:21:24
Sure, great question.
  • 2:21:27
So mount abilities are really meant
  • 2:21:30
to be a learned information source.
  • 2:21:34
This is not meant to be something
  • 2:21:35
that I can look at a mount and know
  • 2:21:39
without interacting with that individual, that player,
  • 2:21:42
what that mount is capable of doing.
  • 2:21:44
And as such, when they have skins,
  • 2:21:46
excuse me, when they have skins applied,
  • 2:21:50
whether it be through in-game earned
  • 2:21:52
or through cosmetic purchase,
  • 2:21:54
you will get a learning for what that mount does
  • 2:21:56
by observing its use case and taking that knowledge
  • 2:22:00
that you have learned forward with you.
  • 2:22:03
All right, and the next question here
  • 2:22:06
is about node citizenship,
  • 2:22:07
and this comes from Rinald and Azare on the forums.
  • 2:22:12
And they wanna know, can a player be stripped
  • 2:22:14
of node citizenship by any player agency
  • 2:22:18
other than node destruction, for example,
  • 2:22:21
being exiled by some government process?
  • 2:22:23
If so, what happens to their house?
  • 2:22:26
No, they cannot be, there is no player agency function
  • 2:22:30
that allows for a citizen to be dismissed from a node.
  • 2:22:36
All right, and that is it.
  • 2:22:39
Oh my gosh.
  • 2:22:40
We did it. We made it to the end.
  • 2:22:42
It has been a long journey, but thank you all so much.
  • 2:22:45
The weight is off my shoulders now.
  • 2:22:47
I know, I was having like
  • 2:22:49
a little heart palpitations at the beginning.
  • 2:22:51
But I always do that before the streams, I get so nervous.
  • 2:22:56
Don't forget that Steven will be joining
  • 2:22:58
the discussion round on September 10th.
  • 2:23:01
That will be streamed at twitch.tv slash Yo-kai Theater.
  • 2:23:03
We'll be making sure that you're aware
  • 2:23:05
of all of these things on all of the social channels.
  • 2:23:07
So make sure you follow us so that you don't miss out.
  • 2:23:10
There's gonna be a lot of answers, I'm sure,
  • 2:23:12
about node things and variety of other stuff, we'll see.
  • 2:23:14
And of course, please head on over to our forums
  • 2:23:17
to leave us feedback.
  • 2:23:18
We're very diligent about making reports
  • 2:23:20
for our development team.
  • 2:23:22
And you can find that at forums.ashesofcreation.com.
  • 2:23:26
And of course, we do have the None Forgotten Cosmetics
  • 2:23:28
swap over that's happening on September 13th at 11 a.m.
  • 2:23:32
where our last cosmetics set will be swapped over.
  • 2:23:35
So that will be our September set.
  • 2:23:37
And there will be an FAQ with that set
  • 2:23:39
giving you further details.
  • 2:23:40
But if you have any questions, make sure you let us know
  • 2:23:42
so that we can ensure those are in our FAQ.
  • 2:23:46
We do have an FAQ in the August one,
  • 2:23:47
so check that first to make sure the question's
  • 2:23:49
not already answered.
  • 2:23:51
And of course, we would like to thank you all for joining us.
  • 2:23:55
We hope that you enjoyed this, that you stuck around with,
  • 2:23:57
but that you were hydrated and walked a little bit during it.
  • 2:24:02
But we also want to thank Bucky, Chris, James, Tristan,
  • 2:24:05
Adam, and of course, Steven for their time
  • 2:24:08
because these do take a little bit of time.
  • 2:24:10
And we hope that everyone stays safe and healthy
  • 2:24:13
and that you follow us on all of the things.
  • 2:24:15
We are Ashes of Creation in every place
  • 2:24:17
that you can think of.
  • 2:24:18
Give us some love over in all those spaces.
  • 2:24:20
We try our best to keep content and, you know,
  • 2:24:22
keep you filled with some Ashes of Creation
  • 2:24:25
content almost daily.
  • 2:24:26
So come hang out with us over on our social platforms
  • 2:24:30
and we will all see you next month.
  • 2:24:34
Bye guys.
  • 2:24:34
Toodles.
  • 2:24:36
Shhh.
  • 2:24:37
Shhh.
  • 2:24:38
Shhh.
  • 2:24:39
Shhh.
  • 2:24:39
Shhh.
  • 2:24:40
Shhh.
  • 2:24:41
Shhh.
  • 2:24:42
Shhh.
  • 2:24:43
Shhh.
  • 2:24:44
Shhh.
  • 2:24:44
Shhh.
  • 2:24:45
Shhh.
  • 2:24:46
Shhh.
  • 2:24:47
Shhh.
  • 2:24:48
Shhh.