Talk:2018-08-24 Ashestalk.de interview

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Steven: Some questions I may not be able to answer, but we'll see.

We think so, yes.

0:09

When you say you no region locking or IP blocking, does this refer to all regions or just only Europe, Russia or North America?

Steven: Currently that refers to regions that are territories under our license agreement with My.com and Mail.ru, which is Europe and Russia as it relates to our North American servers as well. However, moving forward should we announce additional strategic partners for foreign territories, it would be a red line for us as well not to allow for any region locking or IP blocking.

0:50

When I played on an European server and then change to a North American server will I lose my unlimited subscription?

Steven: No you will not. So as it stands currently we will be making an announcement, Monday. I went to I drove to Amsterdam yesterday and sat down my.com headquarters with their team; and we came to an announcement that will be made Monday which states that a player may choose to migrate their account of from my.com to Intrepid Studios, should they wish. Additionally, if they own a package from either Kickstarter or from the Summer backers, they can migrate that package over to the my.com registration as well, yes.

1:45

Now something about the damage numbers. Will there be an damage numbers like in most of the eastern games, like over 1,000, or will there be lower numbers?

Steven: There will likely be lower numbers. We don't see the need to have these enormous numbers that are really start to lose meaning. That seems to be an innate design issue with other games as they try to balance the damage output in PvP and in PvE; but our design system allows for a more manageable damage protocol for PvE and PvP to be shared; and those damage protocols relate more to lower numbers.

2:35

For the European community, will there be one server for the whole European community or will there be a separate servers?

Steven: There will be separate servers, yeah.

For each country?

Steven: Oh for each country. Well there's localization that will be present in the German and French Russian languages to start; and then we intend to also localize in Italian polish and Spanish. So servers will be allocated within the region as being one of those language type servers. So it's not going to be per country per se as it might be per language.

3:19

What about the chats: Do you have plans to integrate chats for each different language?

Steven: Chats as in like the quests and what not?

No I think ... it means in other games we have the Russian speech Cyrillic with the other speech types and the European cannot read Cyrillic, for example. Will there be different or the option to separate them?

Steven: You will be able to separate them yes. That's built in I believe to our UI. We create- Intrepid Studios created localization tools that allow for the ease of access on the UI side of the chat window per-se that you can quickly change between things in-game.

4:15

What about the gear? Is there kind of gear treadmill? So do you have to farm for the gear a hundred thousand times the same dungeon, then there's the next expansion you loose more or less all your gear and you start again?

Steven: So a lot of what we experienced and games that usually come before us right, is that many things our account found and they're soulbound to your character, right. So the way that they then force players to relive the same content over and over mindlessly, until you just want to shoot yourself. It's not what we want in the game. So instead very little here is character bound. Very very little. The vast majority of gear- yes you will get quest related gear as rewards- but it won't be let's say one set in one dungeon and you must run the dungeon over and over. Instead we want to really emphasize the reliance on the economy and crafters and gatherers and processors to support a majority of the gear structure in-game, combined with that of world raid bosses and dungeon bosses; not a repetitive quest line through a single dungeon.

5:28

What about and skins: So is there kind of transmutation feature planned?'

Steven: Yes there is a transmog that will be present where you'll be able to change the appearance of items to different cosmetic appearances from other armor.

5:51

So what about the skills: We got a question in our forums though that the players would like to see a list of all the skills for every class in the class before beta testing starts.

Steven: I don't want to do that. I think that discovery is an important part of the process in learning a game. I think those types of lists will be created, but I'd like them to be created by the players and the communities as they discover those things. I think that it is a fun experience for people who are first involved in the game to discover these things for themselves.

6:30

What plans do you have to support the role-playing community? Do you have plans for the role-playing community? Do you have plans for emotes, social clothing or what plans do you have?

Steven: Yep we have plans for emotes. We have plans for there to be roleplay specific systems and mechanics in place for certain building types that you can create on your freehold or within the node itself. We have a very in-depth storyline and titlery that is capable for the player; as well as you being able to customize your player information on your unique character website page where you can have in-depth background stories that players can read about. You could have traits applied that kind of describe what your history is. Those types of things I think are really fun and we must remember that an MMORPG has RPG in it as well [laughter]. That sometimes gets lost, so.

7:30

Yeah one question we have: On the home page separate site for our character?

Steven: Yes you will. Not right now. Correct. You will have a unique homepage for each character and that homepage will be able to be customized by the user to display unique information. It will have a small out-of-game RPG component where you can construct background and traits and stuff like that, that won't have in game effect just yet. We might- we're thinking about how we do that- but it allows you to create basically a character page that people can reference.

8:16

The last question I think. Is there anything else you want to tell or share with the German community?

Steven: We love the German community. We believe it's one of our largest in Europe. Actually I believe it is the largest in Europe. The German community has a rich history of being MMORPG lovers; more so than I think any other European country; and the engagement of the German community in our community is something that really helps us moving forward because they get valuable feedback and we love hearing that.

8:52

You have a normal level system for the - I call it normal for the character. Do we have any ideas and I'm not I'm not the biggest fan of a custom of a normal level system - I would say because it divides the players. Is there any option that a ten level player can play together with 50 player?

Steven: Oh I see what you saying, okay. Yes, so there will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will you he be able to enter a dungeon of your level and participate? No because we don't want to inflate or deflate characters and manipulate that type of skill or power, right. We want that to be something that makes sense for them in a progression standpoint, right. But we do also want to offer in-node activities, crafting- there's many progression paths. It's not all adventuring class, right. Typically in MMOs it's just about your level in the adventuring class. What level Rogue am I? What level Mage am I? And that gives me access to skills and that's pretty much it. Once I'm there I go for gear; best and slot and I'm done. I'm just repetitively raiding. Instead there's going to be progression in society. There's gonna be progression in religion. There's going to be progression in citizenship; progression in government; progression in crafting; progression in home ownership. There's going to be progression in business and in stock market and in trade. There's many different paths: All of them get you experience as well right and exploration; and that's activities that you can do with friends to both equally gain experience in your adventuring class and advance there; but while doing something else that doesn't have to power curve them and inflate them, right.

11:00

And do you only get the skills from your class?

Steven: No there are skills you can gather elsewhere right... well for example should you excel in the religion or society of progression: Advancing to a certain point will grant you certain augments that can be applied to your active skills. So let's say you want to become the head acolyte of a church that's in a node and you progress in your religion quests and that allows you access to the corruption augment. You take the corruption augment per-se and you have an active skill: Let's say you're a mage and you have a fireball right: Well you take the augment apply it to the fireball now you fire a twisted fireball that's more corrupt; and it turns the soul of the character doing damage over time in addition to the X damage it does initially. So those are things that you can gain that are more horizontal in progression not vertical, because it would be relevant to you as a 50 level player as well as a player that's level 10; but it's something that doesn't require level 50 or level 10 to attain, just progress in that society.