Talk:2017-05-10 Livestream

מתוך Ashes of Creation Wiki
קפיצה לניווט קפיצה לחיפוש

תמליל


Character count: 42470 | Duration in seconds:2994 | Characters per second: 14.19

0:01

Special guest with us some of you may know him he's a pretty popular youtuber his name is fever fever how you doing buddy

Hey what's good Steven

Not too much we don't have video of fever because we were afraid he might break the stream if so we have a piece of broccoli so fever hmm sorry I know that you have Oh first I'm sorry I'm joined with Jeffrey Bard lead designer and Peter Pilone game designer here at Intrepid Studios fever we are ready for any questions you got to throw at us buddy

All right so I'm going to try and focus this mainly on crafting an economy you guys haven't talked a huge amount on this and I mean sandbox games live and breathe by this stuff so

Yeah

I know that you guys recognize its importance it's one of your pillars after all for players we tend to rather look at it simply like is it good or is it bad yes or no but crafting encompasses exploration gathering transportation logistics planning selling traits so much more so my first question and hopefully you're following me what's in that orange box?

What is in that orange box?

I don't think we're allowed to say we signed some NDAs on it and the lawyers will come at us if we reveal it's contents

There's many many things in here hold on wait wait want this?

Thank you

He keeps giving those out but we don't know what they do

They're very important you know

I don't even know what they do Peter keeps getting them

[Garbled] besides the box

Okay real talk let's start a foundation for the Q&A why and how is crafting like important to Ashes of Creation?

I mean it's it's it's kind of the part that drives the economy right like we want players to be the ones who are in control of what enters and what exits you know the stuff that people use to progress in the game and crafting is basically what drives that right and you can put more or less focus on it and if you want a an economy that that functions as a pillar right then we need put more focus on crafting

2:15

Right and and I think that I think a lot of players who are really interested in in an economy of a game like different layers of complexity and and they want to see that there is a progression there that involves time spent in in navigating that complexity and that they're rewarded for it because you know it's not something that's easily done and it has an impact on the rest of the game I mean you mentioned when you first talked about economy you know transportation transit of those goods and you know

There's a couple of great games

Eve is a pretty good game when it comes to resources and they are regionalized resources

Their economy's pretty cool

It's one of the greater tenants one of the most appealing aspects i would say and there are some similarities you could strike between Ashes and Eve in the sense that mobility of those resources in our economy that relate to the construction of nodes or the creation of items or you know anything that those resources pertain to also involve an element of travel an element of transit and and it plays again towards the meaning of risk versus reward when doing that so you have satisfaction when transiting those goods so economy is one of our pillars it's extremely important for us to focus on an in-depth system that that has value and and not just value that can be replicated over and over and over again but value that has a degree of decay over time and use so to speak

Yeah we think crafting you know really adds to the identity of the people who feed into the economy itself you know that they want to be that they want to feel the reward of going out and getting something or making something themselves right so

Yeah there are people that want to be that mastercrafter

Right that maybe

There are people who want to be that master you know battle dude they're people want to be the master politician they're people want to be the master guild leader there's a lot of people that want to be the master crafter or the master gatherer the master processer

Right

That's a that's a huge part of what makes MMORPG so rounded

Right and then and then also back to the circle is that those people who want to be that are going to be big drivers on how the economy works

Yeah

Alright that sounds great

Did that answer your question?

Yeah absolute

Sorry sometimes I start talking and forget what the original question was

Okay so then in almost listicle format what professions trade skills or non-combat roles will be found in Ashes of Creation?

4:49

[Laughing] Listicle format go Jeff every single profession

I don't think I can do it so there's going to be basically a primary class that everybody is going to have which is the artisan class and then from there you're going to spec out where you want to be in the crafting spectrum right do you want to be a gather do you want to process goods do you want to create that finished product and then within those they also kind of spread out and and

Diverge into different professions

Different specs

Professions like cooking alchemy animal husbandry you know weapons smithing armor smithing and then different categories within those we have a lot of different professions that that kind of follow that progression path in those different trees those three main arcs of the artisan class

And we call them or we're calling them professions right now but I mean they're really more like a skill spec that you're going into it's gonna be like when you look at the two different UIs they're gonna be pretty similar and how we like surface that information but yeah it's going to be more of like a spec and that spec will determine what you do

Yeah

All right sounds good so there's going to be progression based in the artisan classes so how does that how does somebody specialize or differentiate themselves from other crafters who are interested in similar crafting or similar gathering or similar processing?

It's gonna be based on kind of what you're focused on doing and then also because the way these branch out is is there's gonna actually be quite a few you know lines that go all the way to the bottom because we have kind of a broad range of what we expect people to go after there's going to be you know a way to kind of do everything but maybe not necessarily super well and then there's going to be people who just really focus on that one thing right they are a master swordsmith and that's all they focus on so that's going to be one

[Cross talk] right you're becoming that master of that particular thing and it also creates an inter-dependency between other people who are members of that crafting aspect of the game that they're going to have to relate with those people trade with those people interact with those people in order to you know gain the gatherables and process them whatever right and maybe some dude has you know that processing plant on his freehold that like you know all the gatherers come to and like hey man you're the only person in this part that can get that can process this mithril because you've you've established that plant that industry on your freehold

Yeah and because because the economies are kind of regional right kind of we're really focused on the idea of reputation right we have this like you know this this play experience we want people to have where I become known for doing something right and because the economy is regional and because it's not a global thing people will travel to go and find these guys who have unlocked the mysteries of Ashes of Creation and have you know you know made themselves known hey where did you get that that amazing sort I've never seen anything like it before well I got it from this node over here and there's this guy who creates these ridiculous swords and you should go check them out

Can you truly ever unlock know the mysteries of Ashes of Creation?

Ah no, the mysteries are you know like this box ineffable and unknowable

Shh here you go alright

I finally got one sweet alright I feel so special now sorry

8:06

No that sounds that sounds great the the term artisan is like a call back it kind of makes me feel a little warm and fuzzy for a prior game and I know

I know what game you're talking about

So I know that you guys have said that crafting will use a recipe based system but that in itself doesn't tell me much run me through the process of creating just like a simple steel sword and what factors if there are any that contribute to sword maker one having a different result than sword maker two or even a different result if I made three swords in a row

That's a good question let's walk you through the process of the Sword of Jeffrey

The Sword of Jeffrey okay fair enough

You know let's say that you you are an item creator and you want to to create the Sword of Jeffrey obviously you're going to need to go out and and find someone who's capable of gathering the resources or materials that are necessary in order to process those things at a processing plant and Industry that's found on a freehold and then the item creator is going to take that processed material and they're going to use a recipe within a certain development level of a node not necessarily in the node it could be within the ZOI of a node and they're going to create that item so item creation kind of reflects not just the the collective effort of the tiers of actually not tiers the paths of the artisan class but also reflects the development of the world as well

Yeah and as far as differentiating one sword from another sword there's there's a couple things that we are not quite ready to talk in detail about until we get these things really nailed down and make sure that they're feasible but but you know we we there is going to be widgetization of of the crafting process so that there'll be dials that you can turn right to you know increase this stat at the expense of this stat or you know make a weapon more magical versus more physical and you know all within that same individual sort of recipe is going to be a guideline that creates you a finished product but within that there's going to be

Agency

Dials that you can turn to to change things up

Yeah and that could all be within the recipe of the Sword of Jeffrey

Right sounds good

It and and also different sorry jump on the other but like different specs will increase the size of those dials and kind of the number of dials so

Okay so in many systems most of the value of an item comes from the gathered material and that's whether it drops off of a raid boss or it's a very rare resource node and the act of crafting doesn't add value it often reduces it and this leads to games that tack on additional systems to crafting to add value whether it's like an energy or a labor system whether it takes real-world time to craft cooldown restrictions limited use recipes what steps are you taking to avoid the dreaded materials being worth more than the items that they create?

Okay go ahead

No you go

11:04

Okay [laughing] that's a hard question

So I mean we have different we have different degrees of item sinks to avoid materials becoming more valuable than the item specifically right and those items sinks include things like decay where decay is actually meaningful not just decay that requires you know some arbitrary number [cross talk] exactly and and if your item does decay you know can it can become unusable broken until additional resources and a person that's capable of crafting that item can repair it additionally there's some over enchanting kind of mechanics that might include item destruction there's salvaging that you can deconstruct an item to get components only capable of retrieving from salvaging an item that can be used in crafting other types of items I think that that all of those things I mean obviously comes down to supply and demand when determining value in an economy right and if you have resources that are rare based on the development of the world or whether or not people have been able to find this resources or whether or not that resource can be processed because of certain people having advanced to that degree that's going to fluctuate the the the supply which needs to accommodate the demand so it's not necessarily sometimes there could be materials that have a very high value and that can fluctuate throughout time depending on local economies

Right and and the the main goal is to make sure that that end product right does have value above and beyond what what the materials are and that means that you know a certain amount of item cycling almost needs to happen because otherwise we just have a thousand plus one swords on the market and nobody cares because nobody's buying them and so you know it's it's kind of almost pointless to create them and and you know add to that it's it's it's a it's a tough problem and we've got a clear road there but it's gonna take some some finagling to make sure that our ideas on that actually bear fruit

And that's why we have alphas and betas I mean obviously we need to test some of these ideas we got a little dark in here but anyway so that that's we have alphas and betas to to test these these mechanics we're very cognizant of the fact that in order for a healthy economy to exist there has to be sufficient sinks involved

Right

Specialization in general combats that idea because when you get down to it in MMOs when someone crafts something essentially what you're paying for with gold is someone's time investment and with specialization they had to work hard to become as good as they are at that thing right and you know you have to compare that when you're a player to if it's gatherable in the wild like say you can get a sword from a drop what's the rarity on the table you know that we've learned through playing how many hours and then compare that across from the specialization of them making it and that's how the market decides what the value of the item is right so we're trying to have all those factors together

14:01

Alright yeah that that all sounds good I was actually going to specifically mention item decay but you've kind of touched that I'm I'm waiting for the blog post I know there's a crafting blog post in the works and

Yes it's a huge topic so so that'll probably come out in spurts so that we don't bore everybody

I was thinking like a 50 page tome

[Laughing] a 50 page tome

You don't want to do that?

I don't I don't want to do that

Well there you go guys

No tomb

So in the hierarchy of items and items strength where do crafted items fall like a player who's in hypothetical best in slot gear how much of that is going to be crafted?

I believe that crafting will be the will be up there with the epitome of gear alongside like world boss drops you know but but I think the best crafted items are going to involve some major accomplishments in the environment such as killing those bosses specifically and like gathering the material necessary in order to create certain types of items

Yeah so crafters will probably be creating a lot of best in slot items and you know the rarity of them will be commensurate with the effort to create them and then also how good they actually are but yeah we want we want crafters to be you know the rockstars of items right I mean that's what they're there for there that's what there intention is supposed to be

They should be because our crafting system is in-depth I mean it is it is a serious crafting system

Right and and it's it's I don't know I always get frustrated when I play a game and you know there's almost no point to crafting like it's a fun little side project to do and you you spend some money to do it and it's you know I make some weapons but then I never use them like it's just it's no it's a frustrating thing

[Cross-talk] an item that I've from the dungeon and why should I ever need a crafter I mean it's like a worthless part of the game

Right

So for us we wanted to bring crafting not just crafting but the economy in general to the forefront of what a player experiences and it creates a necessity for those types of players in the game as well we want a healthy blend of populations so we need to offer you know what economy means to to players that want to excel in that regard

That sounds good I think that a huge issue that games have is that they try and put all of the end game of a crafter into like making money as opposed to honing your craft so as long as you're cognizant of that kind of stuff going forward that's good to hear or get that kind of shift into player stalls you had mentioned them before where somebody could set up and buy and sell items that potentially while they're idle are afk that could sell will this include functionality for services as well like repairing or enchanting if you have that and would the system be open enough that I could say sell a casted buff or an application of a potion as well?

That last part's an interesting idea I think that

Yeah

We've discussed that a little bit

16:48

Yeah I mean I think that's pretty cool I don't know if that's direction we're going to end up going but it's definitely a pretty neat idea but yeah as far as as far as repairs and stuff as far as enchantment goes all that stuff is going to be there as a service that players you can offer

And those stalls exist within the marketplaces of nodes as they develop you'll have more stalls available if it's an economic node there will be greater versatility to those marketplaces you know players if they're going to be logging off they can they can rent these stalls to either sell items that they want to sell or the services as we said and they can do that yeah we definitely have functionality in place for that

Yep and are the stalls are there any restrictions set up to where they can be so you you mentioned the notes but is it town only are there special commerce zones do you need citizenship it doesn't have to be at least ten yards away from another player stall and then what and let me start on another tack here so I can say it in the same breath and what manner of UI or notifications will there be like will there be a stall physically there with like a sign where a person like wrote a sentence or is it a searchable interface elements or?

That's a good question okay so first of all there'll be a number of stalls equal to the development of the node they'll be within a marketplace setting so all the stalls will kind of be together there will be a user interface that players can access which is going to be like a Town Center billboard that kind of lists the current items available within the stalls and potentially even depending on what type of node it is could reflect the position of items in certain stalls in other nodes as well if they're connected by an economic region maybe a metropolis or something it doesn't let you purchase from that UI instead it gives you the location of the stall on a mini-map and it in it you can go then to that stall and purchase that item or whatever service you're trying to find so yeah there's functionality there on a user interface platform for players not to have to visit every single stall and find out you know what is this guy what is this

That's fun for the first five minutes and then it's but yeah we wanted to make it easy but we also want to make it social so that's that's why we're going in that direction

Right can I customize my players stall

That is not something we talked about

What do you mean by customize?

Like hey I'm gonna put up like this cool doll that I did or maybe like like kit out one of those armor stand things

We could definitely mean me personally the way I viewed it when we do the stall setup from a from a visual standpoint is like you'll have classes of items and if you have listed that class of item you'll have a generic aesthetic that appears on the bench of the stall so like if your listing potions you'll have some potions appear if your listing fabric you'll have fabric in the background you know something along those lines where the stall is representative visually of what is listed on the items based on the classification of those items

Oh fantastic I'm I'm gonna shift gear one more time as I think I only have like two or three more minutes of your time

Sure

Cuz these things go by so fast

For your interface have you guys discussed how much for the player will have in configuration options like are you designing it for players to be able to install mods?

19:55

That's a good question and it's something that we're definitely addressing in our discussions I think we're maybe leaning towards not allowing the mod scene

Yeah it's just it just depends on what we're talking about when it comes to mods because they can they can they can provide boons and they can provide Bane's and we're just not sure where we are on that they'll probably there'll definitely be some options for customization you know especially on the UI side of things but as far as like true mods I'm not really sure how much we're gonna support that

I think that the issue with mods becomes that like you know certain players with access to certain mods now the mod is like necessary to play the game I'm a competitive aspect and if players don't have that mods then they're experiencing the game on a different level and and I just don't want that meta to appear where mods are required in order to perform

Right right

You know

But with superficial mods like you like making the UI look sexy would those be okay?

Oh that's a different story

That's that's totally different story

Yeah

Are we actually just implemented all that the ability to customize the UI thumbs up thumbs up yeah so that's all stuff that we are we're designing for right now so that should be all open and sexifiable real soon so

The phrasing of this may be off since it's just like magic to me but how open or extensive will API options be and for people listening this is the things that allow you know wow armory or the kill board or eve mon if you've played eve

Yeah that's kind of what we were discussing in the earlier part I think that's how we took the question initially you know we've discussed the pros and cons of that type of interfacing yeah it's something we are aware of

We're still discussing it I think

Yeah, we're not quite at that point yet it's really gonna depend on like what structures our data comes in and how easy it is to parse out and what things we want to keep secret or what things we don't want people to mine as far as you know like what items are there because you know a lot of the the the progression of the server right is very progression based and and we want to have secrets that we can keep to ourselves and opening that up to everybody makes that difficult however that doesn't mean there's not gonna be nothing but it's something that we're just still talking about

Yeah

22:23

All right what's your stance on multi boxing or dual or more clients active?

I think that's fine

Yeah I mean at this point we don't have an official policy that that policy will come as time goes on but I mean it as long as you're paying for account and it's a you know real account that you haven't stolen from somebody else and you're not botting and you're not you know doing those sorts of things it's it's not a problem

Yeah it's a true second account that like you know have alts on it or whatever I don't see an issue if you are putting the time and effort towards developing that character

I've seen some crazy multi box set ups

I knew somebody who literally had eleven accounts that they had open on their computer at one time in another game and I was like how do you do that?

[Garbled] and spin around

[Laughter]

[Garbled] has access to a super computer or something? [Garbled] I think we're okay with the alt accounts and stuff

Are there mock-ups or concept art available for things like the Guildhall skins the angelic or the demonic skins to the Kickstarter?

We're getting concept art for that real soon

This I think by Friday we'll have the angelic and demonic skins if not Friday it would be early next week but and then the Guildhall I think is probably going to be next week as well

Cool

All right the last question and this is this is important in an unironic fashion fishing fishing is fishing going to be in?

Fishing is confirmed fishing is confirmed

Fishing bobbers too

Fishing straddles like a really cool line about like it's a cult favorite and people will overcome it time to it but it's also like this idle low attention activity so like begs for both simplicity and depth any any details on how you're going to tackle fishing?

Wow see what happened there?

I did I did that was a really good segway

24:22

Let me lure you in on fishing real quick so [laughter] so anyways now there's gonna be absolutely functionality fishing there's gonna be fishing in the game fishing's gonna play a role in kind of a kind of that gatherable sense

Yeah it'll be falling into gatherable [cross-talk]

And you're going to be able to collect certain fish for potions and food and you know potentially even unique components I mean there's gonna be a lot of functionality for fishing

Yeah we haven't actually figured out what the actual interface is gonna be like we do you want to make it fun and something we've talked about we're gonna try to maybe do something different than what other games may have done we want to be engaging and we can Oh like you said like that kind of like relaxing right you know slow ride kind of vibe

At the same time we don't want like AFK fishing

Yeah

Because I remember when I brought you into a game a few years ago remember I just gave you a pole and I said I sit here and fish for the next like six hours

[Laughter] best xp of my life

Not going to be like that

All right that's that's all I got for you guys can I'm excited to see the next Kickstarter video or the next revealed video so thanks for thanks for having me

Thanks for coming on we really appreciate it

Have a good one guys

Take care man

25:37

All right well you think we should show the video today or should we keep every

I don't know maybe we should wait till Friday

What do you guys oh is the video in the briefcase? I think it might be in the briefcase what if it just like went on to the screen [Laughter] oh my god is that Gwenyth Paltrow? oh there's Bacon!

Bacon is responsible for the graphics you're seeing currently

Yes that is true Bacon is a man of many talents one of them most recently has become streaming so yes I think we're going to debut the video now this is a just to give you a little heads up or should we discuss it after?

Let's discuss it after let's let you guys see it and then we'll talk after

Alright bacon let's roll the film

26:28

[Music]

Alright

We're here we're back hope you guys like that it's cool watching it again for me

It is I love watching it every single time it's pretty freakin crazy that is our predator class and our predator class is a rogue primary with our Ranger secondary and there's a little bit of a of a story here obviously and will probably be expanding on this story line as we debut more pre-alpha footage and none of that is CGI none of that is pre-rendered it is that environment is in the game that city you know we'll be walking around in that city probably on Friday as the rogue

Yeah we'll probably take you guys on a tour

Like in the market and show you the AIs walking around and stuff take you to where that relic was whatever that ah it's pretty exciting

Yeah

That's pretty cool

Yeah I hope you guys are excited about I know we are we're moving and grooving over here

Yes we are moving and grooving we have a team obviously of some pretty talented artists and programmers and designers and I think that it translates well to everyone who's watching this project just to see what we can accomplish as a as a team over the past you know fifteen months

It's been good man

Yeah it's been pretty crazy so I think we have some questions

I is that a question?

30:35

Do we have questions?

We do the first question is by unpwned

Unpwned

In in the freeholds what are the uses for having a house the industrial structures are self-explanatory but what would the use of a house be?

Good question use of a house?

Use of house well I mean primarily it's good one of the core components is it's going to give you citizenship in the know that you belong to it's going to be a place to store and show off your items it's going to be a place where you do some crafting it's going to be a place where you host parties it's going to be a social space you know it's it's it's a place that you can call yours and it's kind of like your little place that you own in the world

Right yeah it's something that you can identify with as a player you know a lot of people think in previous games that don't allow for housing they had just their character to customize and present themselves with this is an extension of that like if you're going to have a home on your on your free holding you don't necessarily have to have a home on the freehold you could be by your industry but if you're going to have a home on the freehold you know it's as Jeff said it's gonna open up some storage it's going to have that that extension of your identity and who you are through furniture sets through placement of achievements that you may have gotten in game if you've killed like the the monster centaur dude and you're gonna take his head and mount it on your fireplace right it even could have some some pit stops for you if you hunt and quest in that area helping to further develop your node you may have bonuses associated with being near that home you know

You can have your cat and your dog walk around there

Oh ya children?

No!

Sorry sorry

What are you doing?

[Laughter] anyways no yeah it's just a logical extension of your identity

32:21

So Saints shinobi says what will you have in place to prevent griefing in the crafting system for example what if someone says they will make something for you but then takes your resources and runs?

Yeah we're gonna have UI that addresses that you know you're gonna open up a window and they're gonna open up a window and you're gonna say hey I want this item they're gonna show it to you in the UI you're gonna put the resources in or they're gonna put the resources in it'll be like an escrow system and then once it's complete you'll get the item they'll get the money

Kind of like a service kiosk

[Cross-talk]

And also like I mean I'm sure there'll be ways to you know go outside that system but there's no reason to so don't let people scam you out of stuff by saying oh it'll be easier if you just send me these stuff the items it's it's something we see a lot of other games

[Cross-talk]

Why does my password come up with stars emo asks what are the devs biggest fears and challenges to bringing Ashes of Creation to life biggest fears and challenges?

Biggest fears and challenges?

That is a scary question

Biggest fears and challenges let me think for a moment

I mean I know for me like it's it's it's always going to be a launch day to me that's the day that terrifies me the most because that's the day when everything goes live and you just got to hope you did enough work enough preparation to to make everything go smoothly you know you're always second-guessing yourself on that day going man is there something I forgot that I should have remembered

And no matter how much you prepare there's always something

Yeah

I think I've experienced that but I think you know one of the most important aspects to that fear is like us as a company our interaction with the community is far different than other companies I think that that you know we're gonna continue this degree of transparency and interaction with the community so that you know if ever there is some issue that comes up people just aren't in the dark right not there's not a forum post that's going at 100 pages a second saying where is everybody why aren't you talking to us? that's something I've experienced personally

Yeah

And that's not gonna be an experience that our players are gonna have oh yeah that's a pretty good concern I mean

That's not a concern it's a fear right that day that day is the scariest day it's also the most awesome day but it's it's it's a terrifying you know seat of your pants kinda day yeah

34:53

Next question by Aang will a user stay in the game once they've disconnected from the server?

Will the users stay in the game once they disconnect from the server? not really

The only context we've thrown that idea around was with kiosks [cross-talk]

Even then I don't know if

That'd probably be just replacing it with a NPC

Right

A NPC that might reflect you

Right that would be like a mirror

[Cross-talk]

There's not gonna be any need to do that and that could cause a lot of problems with other things so I wouldn't want to do that

And don't go AFK [laughter]

KingAxl asks will you consider adding RP servers even if not having special rules just a place so that our peers can hang out with each other

I don't think I mean if the community wants to say hey we've decided this is going to be a de facto RP server that's on the community to do that right for me personally I mean our peers add a lot of flavor to the MMORPG experience and I think that it's something that should be sprinkled out among all the servers [laughter] you know they listen RPing gets sometimes you know picked on a little bit by the more competitive side of MMORPG gaming but in reality you know they're a source of immersion for everyone you know it's not just the visuals it's not just the music it's not just you know the systems in place but like the community you're involved with if there are RPers they help with that immersion a little bit

Yeah no 100% I've always been one so it's it's

I like RP sometimes it depends

Let's show some video of you RPing

Noo

Next question by coredog will there be a main city that's a safe area for players?

Will cities be safe areas? meaning will combat [cross-talk] that's a good question I think the safe

I think safe in quotes right

Right by default something like guards right and stuff like that are quickly gonna pounce on like combat within the city

Right

Is a different story than like a hard cap there's no combat in this zone I think we're more towards the guard thing

Yeah it's it's one of those things that we're gonna keep looking at and if it's a problem you know we'll address it but we want to be a little bit more a little bit less prescriptive and a little bit more you know let you guys kind of figure out solutions on your own but if it becomes a problem if griefing in cities is an issue we'll take a look at it and we should be able to tell by the time

And we have a [garbled] testing plan

Right

37:25

And in that testing you know we have varying degrees of population for those test servers and we'll be able to see as Jeff said if that's a problem something it's easily addressed

Yeah

Next one by possum with regard to underrealm node development will underrealm nodes and above-ground nodes exist in the same ZOI?

No

No there's no overlapping of ZOIs in regards to node development

Yeah so if there's there's an above ground one and then there's somehow I know down here they'll have their own they'll be related they can they'll have relationships but they won't share the same ZOI

ZOI's not like a sphere

Yes it's more of a plane

Yeah

Okay akatosh asks if mounts can be killed by players when the mount dies is it gone forever?

Well I think there may have been a little bit of a miscommunication last stream where I said mounts can die okay I meant like mounts can can be killed and then resurrected not permanently gone right

Okay

You could be de-horsed

You could be de-horsed exactly and that horse can be brought back

Okay

There are however potentially some mounts that are epic mounts that could be dropped like an egg or something of something from an epic boss and that mount could have a life timer on it and then they're also amounts like dragons associated with the mayors of Metropolises or the kings and queens of a castle which are timed based on what your position is if you ever are not that king or queen of the castle you will not have access to it any more

Right right those are pretty like side cases though like in general your mounts aren't gonna be dieng

Not unless you don't feed them no I'm just kidding [laughter]

39:19

The next question by pauran will there be an auto loot function or a looter pet of some sort um

So it's always a weird thing when it comes to that right I like Auto looting most of the time but it also like there is something really cool about going and clicking on that thing and that moment where you don't know what it has and you do know what it has and when it's really awesome and you're like oh that's that thing I'm gonna grab it and put in my inventory that's a cool moment right and I don't think we want to get away from that necessarily

If you have a bird you say hey bird what did I get?

Right but then it's just showing up in your chat log somewhere there's not that like event that happens when you see the

But if the bird can talk?

We're kind of playing with some ideas we'll probably have some kind of [laughter] we'll probably have some kind of something like that um what form is gonna take

Yeah

Yeah

Okay last one mmm is by flarestorm99 will there be seasonal events slash quests slash holidays?

Yes 100 percent right that's gonna be part of our live content we're gonna be doing all sorts of seasonal events and that means our seasons not the game seasons the game will also have seasons and there will be events associated with those seasons so its seasons in seasons

Seasons on seasons

But yeah we'll be celebrating holidays we want to make sure that you know things are fun and people can like you know when they've got time off for

Oh my god speaking of seasons did you all know it was Jeffrey's birthday yesterday?

Yeah my birthday yesterday and we hit 9,000 pledges on yesterday so it's kind of cool birthday present

Why does it say 9,500 backers [laughter] we're not at 9,500 backers yet

We're real close though I think we're within a hundred last time I checked

Let's go out and tell all your friends who may not have heard that yet but I'm sure everybody heard by now

So happy birthday Jeffrey did you have fun?

Thanks I appreciate it I went out to a really nice dinner with my wife I had a 16 ounce steak

Wow very good

Wow we're 63 away from 9500

41:36

That's cool

15 minutes guys

So do we have want to take some questions maybe from the stream

Sure nice I'm ready to do that

Jennifer I know you love to do that

Yeah I really love to do that

Actually one of the questions earlier no it's not one more but farang with the will the user stay in the game once they've logged out the context of that question might be for PvP people avoiding PvP trying to auto log

Oh there'll be a delay

Oh yeah yeah yeah

There'll be a disconnect delay you won't be able to immediately log out of combat you know and there wouldn't be any immediate logout mechanic anyways there would be a small time delay between your option to choose logging out and you actually did

We kind of took that as like if you log out will you be in a space for hours that's how I took

Yeah I was thinking like where you know people are logged in 24 hours so they can review yeah

I also knew of a game where you could stay logged in perpetually sort of and people could kill you

Yeah what was that game?

I remember when I used to go AFK people would abduct me and like leave me on an island out in the middle of nowhere [laughter] or one time I was in this like house that had no doors and I couldn't get out

Was a dream are you sure?

[Cross-talk] there was a table in the house and on the table was a

Was a box

Was a revolver and a chair

What? What?

I took pictures of it

Are you sure this was a dream?

I swear to god

We've strayed too far do we have other questions?

49:53

Mrpixeltext asks are you planning on integrating party parsing system utilities?

Party parsing system utility?

Say that five times fast

Party parsing system utility

Probably no

Not out of the box right now so I think he's talking about like like doing parses for or how your parties doing who got the highest dps [cross-talk]

I think we were discussing whether or not that kind of mod integration is [cross-talk]

Talking about the pros and cons of it

There's definitely going to be there's definitely going to be PvE metrics that I think will be implemented for like certain dungeons and or PvE events

Leaderboards and stuff like that

Yeah and that's gonna have those metrics there and I think like groups on the server can compete on like who does it the best and like there can be there can be levels at which you're doing that PvE that entitles you to different types of drop tables potentially even I think that's definitely something we want to have and in our PvE experience so that players can kind of be competitive in that regard but it's not competitiveness and not just you know PvP things but also PvE thing we got to have those metrics available

Yeah but but as far as putting hooks into the game as far as allowing parsers not really sure about that

Nosuit4321 asks is there anything stopping people from just coming to your freehold and attacking you? Is that a safe zone?

You should be able to lock the door yeah oh yeah

Yeah you can lock the door for sure you know there might even we're still discussing that yeah

Like the safe zone before it's

At the very least you're locking your door that's definitely going to be in

There could be us deciding that freeholds would have that if we were gonna implement safe zones freeholds could potentially be a safe zone unless of course there's a siege and the city falls

Yeah that's definitely one of the areas where we understand the pros and cons

Right we're discussing that

45:11

Serric asks if there will be a way to make templates for freeholds to save their builds

Save their builds that's something we'd like to do

Yeah because there's gonna be a lot of movement potentially and we don't want people to kind of lose their

And we're talking about not just like the layout of the freehold but like the layout of like just your decorations and stuff like that being able to like export that to another house that you move somewhere else without having to fiddle with everything and try to get it just so again so yeah

Alright I think we're good

Yeah

Are we good

Can we take a couple more questions and can you repeat them because they can't hear me

Oh sorry I keep forgetting that

Sorry everyone we'll repeat it

Can all classes use all weapons? the answer is for the most part yeah

For the most part the answer is yes but obviously

You sounded so said saying that

No I'm not sad about that I think that that's cool it definitely adds the customization aspect of it but I think that certain classes are going to gravitate towards certain types of weapons depending on what your focus as a class [cross-talk]

Right and what your build is actually you know if you're if you're a a tank class then you want to use the shield blast you're gonna have to use a shield [cross-talk] so right exactly so it's we're not we're not locking you down to you know Oh rogues only wear leather armor we're it's gonna be pretty open and then that will change based on what your build is

Is the spyglass confirmed as an equipment piece?

It is a utility piece really the spyglass can be you know part of part of our class design includes not just active skills that are meant for for combat but also include skills that are meant for utility and I think that's something that we pull from like tabletop RPGs a little bit that aspect of it yeah and we want people to explore an adventure again not just grind right and part of adventuring is is having certain items and skills that have utility application outside of combat exactly and that's spy glass is an example of one of those

47:25

The question is what are we going to do to ensure that tanks are relevant in PvP so yeah we're gonna do a couple things with that not just I think when they talk about relevant we mean that they can't actually kill anybody because the DPS is so low there I mean we think about PvP and sort of like a large-scale multi-people kind of right

And PvP is not a one-dimensional DPS race I mean there are a lot of different roles that relate to our archetypes that have application when it comes to PvP right and what is a tank's role in that it's damage mitigation its control you know and I think PvP for a tank you know you want to focus on hey can I taunt to a group of players around me so that my my cannons cannot get targeted or healers don't get targeted

So can de-target right other people that's a problem that's going to be

Can I reflect damaged if I become the target of an opponent right and you know if they're not watching what's happening they could potentially kill themselves

And block off part of the battlefield for a short period of time

Exactly yeah

All those things are going to be things that they bring to the table

I think every class that we that we are building those archetypes have a relevant place in the PvP that's part of balancing Ashes of Creation is that there needs to be a relevant factor not just from a PvE perspective but also from a PvP perspective because those to blend in Ashes of Creation and what's capable

48:55

Yeah hopefully that answered the question

Okay all right well I think that is a wrap again everybody out there your support and continued spreading of the word for our Kickstarter means so much to everybody here at Intrepid Studios we are at what are we have right now?

One point six nine?

One point six nine does anybody know? Jason

One point six seven two so we're we're almost at 9500 backer goal and we're almost at one point seven five stretch goal which is going to unlock that underrealm

The under oh I'm really excited about that if we get to build this I am very happy

So thank you guys for your continued support it means the world to us and we'll see you guys on Friday at 3 p.m. Pacific time awesome

Thanks so much you guys we really appreciate it

Take care