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Ashes of Creation

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קפיצה לניווט קפיצה לחיפוש
העיצוב החדש של האתר של Ashes of Creation (בשלבי פיתוח). [1]

אפר היצירה מתרחש בעולם של ימי הביניים, ומשלב בין דמיון לגראפיקה חדשנית. אנחנו שמים את המילה מאסיבי בחזרה במושג של משחק רב משתתפים עם מערכות פורצות דרך שיביאו משמעות לפעולות השחקים. אפר היצירה תשלב את החלקים הטובים ביותר של משחקי ה MMORPG המסורתיים עם רעיונות סנד-בוקס חדשניים. אתה הוא שתבחר את גורלך בכל הזדמנות. משימות יפתחו בהתאם לאינטרקציה של השחקנים בעולם המשחק, שבו לכל בחירה יש השלכות. מפלצות ישוטטו ויהפכו לפראיות יותר ויותר ככל שהציביליזציה תשבש את הסדר הטבעי של הדברים. החל מהקמת ישוב ועד להתבססות של עיר מפותחת, אתה תקבע את פני השטח של עולמך. עולם המשחק יהיה ייחודי בתרבות, באקולוגיה, ובכלכלה. [2]

Ashes of Creation הוא משחק רשת מרובה משתתפים בשלבי פיתוח בעולם פנטזיה אפי כאשר הבחירות של השחקנים יעצבו ויגדירו את העולם סביבם. [3]


Ashes of Creation מציע חוויה ייחודית של משחק רב משתתפים. העולם שלנו דינאמי ובנוי להגיב לפעולות של השחקנים. ערים יוחרבו ויקומו, האוכלוסייה שלהם תלויה בהיסטוריה המעוצבת על ידי השחקנים. משימות חדשות יפתחו כאשר אוכלוסיות יתאספו, הצרכים שלהם יגדלו, וסודות יחשפו. כאשר עולם הדמויות-בלי-שחקן (NPC) יתבסס בזמן אמת, לשחקנים תהיה היכולת להרוס את אשר יצרו ולסלול את הדרך מחדש, לאוכלוסייה חדשה, ולשינוי אמיתי. סכסוכים ותככים פוליטיים ישחקו תפקיד אמיתי מאוד במבנה העולם. חלפו להם ימי העולמות הסטטיים, השינויים כאן כדי להישאר. [2]

Alpha Two is coming in Q3 2024! We have not announced specific dates or testing schedules for Alpha Two, Beta One, or Beta Two yet.[4]

The Ashes of Creation release schedule is subject to change.[5]

Spot testing has begun, some limited NDA'd testers are participating in spot tests and December will see more, including some major headless client testing. Also those of you that still have the A1 launcher may see an update in the next couple weeks.[6]Steven Sharif
The NDA spot testing that will be before Alpha-2: We will have first one with our PI members, then we'll have some with our Alpha-1 users, and then our Alpha-2 users; and of course Alpha-2 will not be NDA, but that spot testing will be NDA.[7]Margaret Krohn
Phase Release Estimated/Actual date
Pre‑alpha אלפא-0.[8] דצמבר 15, 2017.[9]
APOC Ashes of Creation Apocalypse battle royale stress test (NDA).[10] September 7, 2018.[11]
Ashes of Creation Apocalypse battle royale stress test (NDA lifted).[12] October 19, 2018.[12]
Ashes of Creation Apocalypse באטל רויאל open beta.[13] December 18, 2018.[14]
Ashes of Creation Apocalypse באטל רויאל early access.[15] September 24, 2019.[16]
Ashes of Creation Apocalypse castle siege mode PI closed testing.[17] December 19, 2019.[17]
Ashes of Creation Apocalypse באטל רויאל testing ends.[18] March 10, 2020.[19]
Alpha אלפא-1 מבט מוקדם שידור ישיר.[20] מרץ 27, 2020.[21]
אלפא-1 טסטים QA מוגבלים (NDA).[22][23] מאי 28, 2020.[24][25]
אלפא-1 preview pre-test 1 (NDA).[26] Dec 18 - Dec 21 2020.[26]
אלפא-1 preview pre-test 2 (NDA).[26] Feb 19 - Feb 22 2021.[27][28]
אלפא-1 preview intermittent spot testing (NDA).[29][30] Mar 19 - Jul 9 2021.[29][30]
אלפא-1 preview weekend (no NDA).[29] July 9 - July 11 2021.[31][32][29]
אלפא-1 (no NDA).[29] July 14 - August 15 2021.[33][34]
אלפא-1 intermittent spot testing.[35][36] After August 15 2021.[35][34]
אלפא-2 (אלפא מתמשך).[37][38] -
Beta בטא-1. To be announced.[34]
בטא-2. To be announced.[34]
Pre‑release יתרון for crowdfunding backers at the מייסד level and above.[39] 1-2 days before launch.[39][40]
Release Launch (live) release. To be announced.[34][41]
Post‑launch Major releases (DLC expansions). Quarterly or six-monthly.[42][43]
Minor releases. Monthly.[42][43]

Design

In order for sandbox mechanics to mean something, there must be curated content to accompany the player’s choices. Which means, as the developers, we must create that Themebox style content but for every possible path the community may take.[44]Steven Sharif

Ashes of Creation is a PvX game built on the foundational principle of risk versus reward. The developers may seek feedback and make changes to portions of the game, but the core design pillars of the game will never be changed.[45][46][47][48][49]

We will refine systems, we will iterate on systems, but we will never change the core identity of the intent and philosophical approach to what Ashes of Creation as an MMO brings to the MMO genre space... What we want to do is express that Ashes of Creation is endeavoring to build a risk-versus-reward centric PvX style game. And that intent and purpose will be delivered upon, and it will not change.[48]Steven Sharif
  • Ashes of Creation is referred to by the developers as a "themebox" or "sandpark" game as they aim to create a reactive player-driven world accompanied by curated content.[3][44]
When it comes to how MMO’s have been traditionally designed, most gamers are familiar with two distinct types of gameplay loops: the “theme park”, and the “sandbox”. The vast majority of MMO’s we’ve all seen come and go in the gaming industry have been of the theme park variety – these games put the player onto a specific path, guiding them along, with plenty of pretty sights in between the same old quest hubs, very little in divergent paths, virtually no freedom in player progression. Recently the MMO genre has seen some games of the sandbox nature come onto the scene, but despite the ultimate freedom the sandbox affords players, many are left wanting more, as there is by definition no pre built world content, no human touch, just the vastness of the “sand” for lack of a better term. Thus many MMO players often find themselves caught between the repetitive rock of the theme park or the vast dead spaces of the sandbox’s hard place. This chasm between the state of MMO gameplay loops is where we intend to inject Ashes of Creation’s Node system.[3]
Q: How do you go about designing some of the more old school systems such as XP debt, minimal fast travel, and open world raiding that have really gone away for the most part in modern MMOs?
A: When looking at the reasoning behind why some of those old systems existed, a lot of it was centralized around the idea of risk versus reward. I mean, let's take a look at the three that you name, XP debt, minimal fast travel, and open world raiding. Experience debt is a cost of failure. Experience debt is the bite of not achieving success. If I die to a monster because my strategy was bad, because my performance was bad, because my planning was bad: all of that means that debt is the cost I pay for the bad choice... Minimal fast travel: My location matters; and the time it travels there is the cost I pay. Open world raiding: I'm not the only person interested in completing this objective. I have competition. That competition represents pressure. That pressure represents a desire to succeed and perform. All of those are touch points on player emotional connectivity. There is a reason why I want to succeed: Part of that reason can be incentivization through reward; part of that reason can be distance; it can be incentivization through failure. So that I think are one of the core fundamental philosophies as to how you design some of the more old-school systems.[50]Steven Sharif

קווים מנחים בתכנון

The design of Ashes of Creation adheres to five main pillars.[51]

  1. סיפור סוחף ומרתק
  2. עולם דינמי
  3. אינטרקציה בין שחקנים
  4. פעולות השחקן
  5. Risk vs reward

In designing Ashes of Creation, we adhere every detail to five main pillars: Engaging and Immersive Story, a Reactive World, Player Interaction, Player Agency, and Risk vs Reward. Even in the environment, everything you as the player do will tie into these pillars, while everything your guild does, everything your server does will ultimately keep the world fresh, ever-changing, and most importantly... exciting.[51]

Inspiration

Ashes of Creation has taken inspiration from various other MMORPG titles.[52]

In terms of what came before, we're trying to figure out who did what best and take inspiration from that: Move the genre forward; keep things updated and bring it into the 21st century.[52]Jeffrey Bard
A lot of the systems in Lineage 2 were based around a concept that got lost today in mmorpgs, and that's risk versus reward. You know this idea that the more you risk the greater potential reward should be present is a complete paradigm shift away from everyone's a winner, everybody gets a participation reward, and here you go, congratulations you're a player in this game; and that's boring. It gives nothing for a person to aspire to achieve something, or to feel the bite of loss when you fail. Those are the driving forces of why people want to play games and it's a reason why new games when they come out have such a short lifespan, because they are always competing with WOW. You don't have to compete with WOW. You don't have to be a WOW killer. You can focus on something that is different from a philosophical design standpoint; and I think that's just what a lot of studios today don't want to take the risk on.[54]Steven Sharif

Scope creep

I have a very very very clear vision of all of the systems designs mechanics that are present within the game and we're sticking to that vision and we're not adding additional features and prolonging the development due to that scope creep.[56]Steven Sharif

צמתים

תרום-אלפא צומת מטרופולין.[57]

צמתים הם מיקום מוגדר מראש, עטוף באזור השפעה, בעולמנו שיכולים להפוך לעיירות בגדלים שונים. גדלים אלה נעים בין מחנה קטן למטרופולין עצום. גודל הערים תלוי בתרומת השחקנים ועד כמה הם קידמו את הצומת. שחקנים לא יוצרים את טביעת הרגל של צומת, אך בתוך טביעת הרגל הזו יש להם את היכולת להחזיק באדמה. לשחקנים שהם חלק משלטון של צומת ספציפי תהיה היכולת לשנות את סוגי הבניין ושירותיהם הלאה, אך לרוב, צומת יגדל בדרך הספציפית שלו (תחשבו על זה יותר כעל NPCs שבונים את העיירות האלה, במקום שחקנים אינדיבידואלים שבונים בניינים וקירות בנפרד). אזור התרומה של צומת גדול יותר מהעיירה עצמה, מה שמאפשר לשחקנים לצאת להרפתקאות בזמן שהם בונים את העיר. אנו מכנים את אזור התרומה "אזור ההשפעה" (Zone of Influence) של הצומת, וזה האזור בו השחקנים עוזרים לקדם את הצומת בו הם נמצאים. [58]

בכל שרת ממוקמים בקפידה נקודות פיתוח הנקראות צמתים (Nodes). [3]

עברנו מ103 צמתים ל85, ויש לכך כמה סיבות. אחת, כשעשינו את החישובים לאחור לאיך - באלפא 2 ובמשחק - אנחנו רוצים את שהצמתים הצמיתים יתקיימו, היו לנו יותר צמתים ממה שהרגיש משמעותי ורצינו לצמצם כמה מקווי העלילה שלנו לתוך הסביבה והתחומים שמסביב כך שיהיו יותר עשירים במספר מופחת של צמתים. מה שאומר שאנו מורידים את מספר הצמתים כך שנוכל להגדיל את העושר של כל אחד מהצמתים יותר ממה שהיו היה כשהיו 103 צמתים. [62]Steven Sharif

צמתים הם הליבה של העולם, הם יוצרים את השפל והזרם של החיים. בבסיסם, צמתים הם נקודות מוגדרות מראש בעולם, עטופות באיזורי השפעה ומוקפות באיזורים גאוגרפיים שמשתנים לאורך זמן על סמך השתתפות השחקנים. מפת העולם מחולקת לאזורים, כאשר כל אזור מכיל צמתים מרובים. ככל שהצומת מתפתח, הוא משפיע על סוגי התוכן שבתוכו ובאזורים הסמוכים. שחקנים לא יוצרים צמתים, אך אם הם מהווים חלק מהשלטון של צומת ספציפית, יש להם את היכולת להשפיע על דיפלומטיה, ולשנות את הסוג/הבנייה של הבניינים והשירותים הקיימים בצומת.

[63]Margaret Krohn

צמתים קיימים בכל רחבי העולם והמיקום של צומת יקבע את סוגו; אבל סוג הצומת ייראה ... בשלב הראשון של ההתפתחות, כאשר הצומת מתחיל להפיץ סחורות בזמן אמת בעולם; זה בעצם ה- NPCs, הסוחרים האלה שמגיעים לאזור והם מציעים שירותים ו/או שאתה יודע על חנויות או מה שלא תהיה העסקה. אתה תוכל לראות את סוג הצומת מאותם הסוחרים. אז אם זה צומת צבאי אתה תראה אנשי צבא. אם זה ... צומת כלכלי אתה תראה סוחרים. אם זה מדעי תוכל לראות חוקרים; ואם זה צומת שמימי אז תראה כהנים ואנשי דת. ככה שלשחקנים תהיה הבנה מאוד טובה על איזה סוג צומת הוא כל צומת כך שיוכלו לדעת כיצד הם רוצים להתקדם. [68]Steven Sharif

צמתים מסווגים לאחד מתוך ארבעה סוגי צמתים, לכל סוג יש את המומחיות המיוחדת שלו. [63]


סוגי צמתים.[63] מומחיות.[63] דמויות ללא שחקן.[63]
צמתים שמימיים מתמקד באמונה ומיומנויות/שיפור ציוד כהנים
צמתים כלכליים מתמקד במסחר וסוחרים סוחרים
צמתים צבאיים מתמקד בקרב וסוגי דמויות שומרים
Academic nodes מתמקד באומנים מלומדים

Ashes of Creation תאפשר לך, השחקן, להחליט על גורל העולם שמסביבך. עם כל סוג צומת, אתה יכול לשנות את שטף המשאבים והסחורות בעולם. האם תגדל את המטרופולין הכלכלי הגדול ביותר ותסייע לנתב את עושרה של Verra, או שתבחר בדרך אחרת שתחשוף סיפורים חדשים מלאים בבעלי ברית ואויבים?[69]

סוגי צמתים הם קבועים מראש וזהים בכל השרתים. [63]

לדוגמה, אם צומת מדעי ברמה 4 נהרס, הוא יהפוך לצומת מדעי ברמה 0. הוא לעולם לא יהיה כל סוג צומת אחר שאינו צומת מדעי. המיקום של הסוגים האלו קשור להשפעות של האזור הנמצא סביב הצומת. [63]Margaret Krohn

סוגי צמתים משפיעים על מגוון שירותים ומערכות בכל שלב של פיתוח צומת. [63]

סוגי הצמתים יהיו סופיים במהלך שלבי בדיקות הBeta.[70]

בדיקת הבטא תדרוש שסוגי הצומתים יהיו סופיים; וזה בגלל האופן שבו סוגי צמתים משולבים לנקודות העניין (points of interest) ההתואמות ולקווי המשימות (quest lines). אז זה לא משהו שאנחנו יכולים להחליף בקלות. [70]Steven Sharif

שלבי צומת

המחשה של פיתוח צומת משממה(שלב 0) למטרופולין(שלב 6).

צמתים מתפתחים על ידי איסוף של נקודות ניסיון (XP) מפעולות של שחקנים בקרבת מקום. כאשר שחקנים משלימים תוכן בתוך אזור ההשפעה של צומת (האזור סביב הצומת), הם תורמים את נקודות הניסיון לפיתוח הצומת. נקודות הניסיון הניתנות לצומת יכולות אז להשתנות בהתאם לאירועים והישגים מסוימים. כאשר צומת צובר את כמות נקודות הניסיון הנדרשת, הוא עובר את תהליך ההתפתחות לשלב הבא. ישנם כמה מקרים יוצאי דופן שבהם צומת אינו יכול להתקדם למרות שיש לו את הניסיון הנדרש - לרוב, צומת אינו יכול להתקדם אם הוא צמית של צומת אחר והיה מתקדם לאותו שלב של צומת האב שלו. [71]Margaret Krohn

לצמתים יש שבעה (7) שלבים של התפתחות, עם סף של נקודות ניסיון (XP) עבור כל שלב. כאשר צומת מגיע לסף הנדרש עבור השלב הנוכחי, הוא מתפתח לשלב הבא. [63]

שלב הצומת[3] סימון שם חלופי[72] מסגרת זמן להתפתחות[3] דיור לשחקנים[73]
0. שממה -
1. משלחת Expedition symbol.png Crossroads כמה שעות -
2. מחנה Encampment symbol.png Camp הרבה שעות -
3. כפרים Village symbol.png - כמה ימים בתים קטנים
4. עיירות - הרבה ימים בתים בינוניים
5. ערים - כמה שבועות בתים גדולים
6. מטרופולין Metro הרבה שבועות אחוזות

פיתוח צומת

פעילות של שחקנים אזרחים ושחקנים לא אזרחים (משימות, איסוף, פשיטות וכו.) בתוך אזור השפעה של צמתים נוספת לפיתוח אותו הצומת (התפתחות). [71][3]

איזור ההתפתחות של הצומת הוא היכן שציביליזציה תופיע כאשר צומת מתפתח. ככל שהצומת עולה שלבים, בניינים שונים, דמויות ללא שחקן (NPCs), ושירותים יהפכו לזמינים באיזור ההתפתחות. ככל שרמת הצומת גבוהה יותר, כך איזור ההתפתחות יהיה מורכב ומאוכלס יותר. אזור ההתפתחות ישתנה גם בהתאם לסוג הצומת - כלכלי, צבאי, מדעי, או שמימי; נרחיב יותר על כל אחד מהסוגים בפוסטים עתידיים בסדרה הזו. [71]Margaret Krohn

התפתחות של צומת חושפת את התוכן הייחודי שלו, שבאה במחיר של נעילת טבעת הולכת וגדלה של צמתים שכנים מלהתפתח לשלב הבא. [74]

  • צמתים מתפתחים לשלב הראשון במהירות. זה מאפשר שירותים של דמויות ללא שחקן כמו מכר או בנקאות של חפצים.[75]
  • ככל שצומת מתקדם כך אזור השפעה שלו גדל.[57]
  • צמתים פחות מתקדמים (מכונים צמתים צמיתים) שנמצאים בתוך איזור השפעה של צומת מתקדם יותר יכולים עדיין לצבור XP, אבל חייבים להשאר בשלב התפתחות נמוך יותר מהצומת הדומיננטי.[76]
    • מערכת הצמיתים מתחילה כאשר צומת מגיע לשלב 3 (כפר), אבל צמתים שכנים החל משלב משלחת (שלב 1) יכולים גם לחסום את הגדילה של השכנים הקרובים שלהם.[77][78]
  • אלגוריתם הרחבת הטריטוריה לוקח בחשבון את החוף הקרוב ביותר, צמתים שכנים, ואת מפת החום של שחקנים באזורים הסמוכים במהלך השבועות או החודש האחרון.[79]

הדרך שבה האלגוריתם מרחיב שטחים לוקחת בחשבון כמה דברים: דבר ראשון היא לוקחת בחשבון את החוף לדוגמה היכן החוף הכי קרוב. דבר שני היא לוקחת בחשבון את הצמתים הסמוכים כך שהוא יוכל להשתלט עליהם ולהפוך אותם לצמיתים שלו, אבל מה שחשוב יותר זה בעצם האוכלוסייה הראשונית שנקבעת על ידי בחירת השחקנים את הגזעים שלהם. מכיוון שיש לנו תשעה גזעים שונים וארבע נקודות התחלה שונות שמתפצלות, צפיפות האוכלוסייה של כל שרת הולכת להכתיב למעשה את הצמתים הראשונים שיהיו מאוכלסים מאוד ואז הגרעין הראשוני הזה הוא זה שהולך לקבוע את מבנה כל צומת תוך כדי שהוא נע בתוך היבשה בעצם אל תוך העולם; ובהתבסס על הביצועים וההצלחות של מצורים שונים יקבע אילו צמתים שננעלו ממקודם בהתקדמות הראשונית יוכלו להיות זמינים כעת כדי להתקדם הלאה. אז אני באמת חושב שעם כל כך הרבה משתנים שנמצאים במשוואה של איך צמתים מתקדמים ונשארים קיימים ככל שיש לך יותר משתנים, ככה תהיה הסבירות שתהיה התפצלות משמעותית בהתקדמות עולם גבוהה יותר .[79]Steven Sharif

בדרך כלל האלגוריתם שפועל על הרחבת הטריטוריה של צמתים ימנע מצמתים משמעותיים להיות קרובים זה לזה ... יכולה להיות סערה מושלמת בה כל הרחבה של אלגוריתם הטריטוריה תגרום לכך שצמתים יתקרבו זה לזה מאוד מכיוון שקיימות דרישות מסוימות שצריכות להתקיים בכדי לספק את האפשרות של השתלטות על צמתים צמיתים; וייתכן ששני צמתים לעולם לא יהפכו אחד את השני לצמית ובסופו של דבר יהיו צמודים זה לזה וימשיכו להרחיב את הטריטוריה שלהם בכיוונים מנוגדים: בערך כמו בספר "בין שתי ערים".[80]Steven Sharif

  • צומת לא מקבל XP מהצמתים האחרים שתחת אזור ההשפעה שלו עד שאותם הצמתים מתפתחים לרמה הכי גבוהה שהם יכולים.[76]
  • שחקנים יועברו למקום בטוח אם הם נמצאים במקום של נכסים חדשים שצריכים להווצר במהלך התרחבות של צומת.[81]
  • אזרחים של צומת אחד יכולים לתרום להתקדמות של צמתים אחרים[82]

ההזדמנויות להשיג ניסיון עבור צומת יהיו שוות עבור כל ארבעת סוגי הצמתים

  • האחוז המדויק של התקדמות מהשגת חפצים או מהריגה של מפלצות לא יהיה ידוע במפורש כדי להימנע מ"לשחק" את המערכת.[83]

לאנשים שונים יש משאבים שונים שהושקעו בהתקדמות של צמתים וזה יהיה קצת "משחקי" (gamey) אם היית יכול לדעת בדיוק מה נחוץ באותה נקודה מכיוון שזה יבלום את התמריץ של אנשים להשתתף.[83]Steven Sharif

מצור על צומת

מצור על צומת (תרום-אלפא footage).[84]

ברגע שאיזורים בעולם מתפתחים, איזורים אחרים נופלים. זהו הבסיס של העולם החי והנושם של Ashes of Creation, בו לשחקנים תהיה היכולת לקבל החלטות משמעותיות החשובות לאריכות החיים של אזור שהופך לעיר, או האם לצור על עיר מתחרה. קום מתוך האפר, צור את העולם סביבך והיה חלק מסיפור המתעצב ממעשיך והחלטותיך.[71]Margaret Krohn

מצור על צומת מאפשר לשחקנים להרוס צמתים.[71] דבר הסולל את הדרך להתפתחות וגישה חדשה לתוכן הנעול בצמתים שמסביב. התוצאה של דינמיקה כזו היא שסכסוכים ויריבויות פוליטיות משחקים תפקיד חשוב במבנה העולם.[3]

  • הטלת מצור על צמתים לא תהיה משימה קלה עבור התוקפים.יהיה לערים ו- מטרופולינים יתרון הגנתי משמעותי.[3]
  • יהיו מערכות שיחקו את הפעילות של מצורים, אבל לא יהיו מצורים לתרגול.

[85]

אם יש לך בית בצומת ואתה לא רוצה לראות את הבית שלך נהרס, אתה צריך להגן על העיר![87]Steven Sharif

קרא עוד...

קרב

אלפא-1 PvE combat early preview.[90]

Combat is the most tactile system in the game. It's the thing you will experience most often; and outside of the systems and mechanics that are going to be present for the overarching core gameplay loop, combat needs to feel responsive. It needs to not feel floaty. It needs to feel mobile. It needs to be fluid. It needs to give a feeling of satisfaction. The audio components, the effects components, the animations themselves, the types of skills and those types of things: All of those are really our objective in fine-tuning the approach for our combat in Ashes of Creation.[91]Steven Sharif

קרב באפר היצירה יהיה ממוקד באסטרטגיה וטקטיקות.[92]

We are taking our time when it comes to the quality of this game; and what that means is the additional bells and whistles: the more polished look of animations and visual effects; and as we expand on this idea of combat with class rotations, all this stuff is going to get is going to come together into a very tactile, kinetic style of combat and that's our goal.[93]Steven Sharif
  • המיקוד בקרב יהיה באנימציה כדי להבטיח שהוא יהיה תגובתי ואימפקטי.[94]
    • אפקטים חזותיים (VFX) וקוליים יהיו חלק חשוב שימכור את התחושה של משקל ושקיעה בקרב.[95]
    • אפקטים של מצלמה כמו הרעדת מסך וטשטוש רדיאלי ישמשו בשביל "לתת תחושה של משקל לקרב בלי שזה ירגיש מוגזם".[96]
We're building a singular tool that all of the teams can use to build abilities and tweak their sound effects, visual effects, animation design, engineering: All using the same tool grounded in animation to build these abilities.[95]Keenan Reimer

מערכות לשיפור קרב יופעלו במשך ואחרי בדיקות אלפא-1.[97][98]

קרא עוד...

Hybrid combat

Ranger hybrid combat in אלפא-2.[102]

Our desire has always and continues to be how we can create a mixture of tab target abilities and skill-shot oriented positional, directional-based ability usage and make something cohesive in that design. And I think that what we're achieving with that regard may not fully feel like an action-oriented game, but we've always intended to be more hybrid-oriented, leaning towards tab target. So you're going to see a mixture of abilities that require the targets and that don't; and then you're going to have an option as the player's perspective to utilize an action camera mode, which utilizes a soft target lock feature and our reticle.[103]Steven Sharif

Hard-locked friendly player target.[104]

Hybrid combat refers to the choice between tab and action combat in Ashes of Creation.[103][105][106][107][108][109] A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab combat modes.[103][110][111][112][113]

  • Targeted skills require either a soft or hard locked target.[103][115]
    • Soft locking is when the reticle moves over a valid target while in action mode.[114] The targeting plate will appear slightly grayed out to indicate that this is a soft-lock target. If the reticle moves away from the target or the target moves away from the reticle, the target is lost.[115]
    • Hard locking is when the player uses right-mouse on a soft-locked target in action mode, or when the player selects a valid target in tab mode. The targeting plate will not be grayed-out to indicate that a hard-lock target is selected. Unlike soft locking, if the target moves out of the reticle, the target is not lost. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[118][115]
Q: Is the development team moving away from action combat, or is action combat more prevalent with the melee classes, and the healing/range classes are more tab-target other than AoE spells?
A: We have not moved away from our hybrid approach to the development of Ashes of Creation's combat; and specifically to reiterate: that approach is incorporating elements of skill shots, fast and reactive gameplay that is situationally relevant, and incorporates the camera mode of both tab-targeting as well as action combat reticle. That's something that is still in progress. We haven't moved away from that however. To note, our approach of that hybridization is going to incorporate things like templated skill-shots, directionally relevant activated abilities, along with the ability to dodge to roll projectiles that can impact collision. Those are elements of action combat that are present.[122]Steven Sharif

Templated and targeted versions of skills will have different characteristics.[123][110][124][125][126]

Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[125]Steven Sharif
  • Targeted skills will be greyed out if the target is not within a valid range but templated skills will generally require the player to assess the correct range for the skill.[127]
info-orange.pngחלק מהמידע הבא לא אושר לאחרונה על ידי המפתחים וייתכן שלא נמצא במפת הדרכים הנובחית של הפיתוח.
  • It may not be possible to be able to fully spec into just action or tab targeted skills. There might be a 75% cap on choosing skills from any one type.[125]
  • For the purposes of balance, certain skill types will be either tab or action oriented skills.[129]
    • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[129][125]
    • Softer CC's would be housed in tab-targeted abilities.[129]
As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage.[126]Steven Sharif

PvX

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[131]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[132]Steven Sharif

Ashes of Creation is a PvX game. Players will naturally encounter both PvP and PvE elements.[133][132][134][135] It is unlikely that a player could purely focus on just PvP or just PvE.[132][131][134][135]

Ashes is a PvX game; and so in that regard, your ability to wholesale disconnect from the PvP elements of the game are likely not going to be entirely successful. Now, does that mean that you can reduce your exposure to PvP? A hundred percent; and there are multiple play paths and progression points that players can elect instead to be more PvE focused, but by the sheer nature of risk-versus-reward, and risk including not being able to predict how other players might impact your gameplay, that is an element of the innate risk that exists in the multiplayer environment of a PvX setting. So, not everybody is going to like that and we accept that; and we're not trying to build a game that everybody is going to like, because everybody it's doing that is not going to be successful, because there're just people with different interests; and you know we accept that and we're very on the nose about what we're trying to achieve. The idea is not to create a gank fest, is not to create a grief fest. That is not what PvX is; and so because of that we have certain mechanisms and systems that govern the way players engage in PvP and the majority of those are opt-in, but there is always that element of risk that's governed by the flagging system. And so, if you're interested in that I would take a look at the Wiki and look up what flagging is, and look up what corruption is. My experience tells me- and my expectations of the system are that they will signal significantly reduce a player's exposure to non-consensual PvP, but that risk is always going to be present to some degree.[133]Steven Sharif
  • Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX game design.[137][46][47][48][49]
  • There won't be separate PvE and PvP servers but some servers may be more PvP focused than others.[133][134][138]
We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[49]Steven Sharif
info-orange.pngחלק מהמידע הבא לא אושר לאחרונה על ידי המפתחים וייתכן שלא נמצא במפת הדרכים הנובחית של הפיתוח.

עולם פתוח

אלפא-1 כניסה למבוך בעולם פתוח .[141]

80% מהתוכן שיהיה בAsehs of Creation יהיה בעולם פתוח ויש לכך סיבה ספציפית. בגלל הדרך בה נוצרות חברויות או אויבים במשחק כך שלאנשים יש את האפשרות ליצור חברים או אויבים משלהם, אנחנו רוצים שזה יבוא לידי ביטוי גם מעמדה של תחרותיות. אז הרבה משטחי הציד או הבוסים הפשוטים שלאנשים תהיה ההזדמנות להרוג, יהוו למעשה מוקד תחרות בינך לבין האויבים שיתכן שיצרת במשחק או שתוכל לעבוד יחד כדי ליצור בריתות במטרה להגן על מוקדי התחרות הללו.[142]Steven Sharif

אפר היצירה יהיה חוויה של עולם פתוח רציף.[143]

  • אין זמן טעינה או מסכים נטענים במעבר בין סביבות.

תהיה חלוקה של בערך 80/20 בין עולם פתוח לעומת מופעים של התקלויות.[142][144][145]

יהיו כמה מבוכים פתוחים שיהיו בהם בוסים בקצה המבוך. יהיו כמה מבוכים פתוחים שיהיו בהם פשוט המון בוסים, לא בהכרח של פשיטות עולמיות או משהו; ויהיו הרבה חדרים שונים והם יהיו ממוקמים בצורה פרוגרסיביית במובן כזה שבחלקים המוקדמים יותר של המבוך הם יהיו ברמה נמוכה יותר ואז בחלקים המאוחרים יותר של המבוך, עמוק יותר למטה, הם יהיו ברמה גבוהה יותר ורמת הקושי תעלה; וזה יוצר שוב, לדעתי, מערכת אקולוגית שבה לשחקנים על פני מספר מגוון של רמות תהיה הזדמנות להתקיים ביחד באזורים מסוימים בעולם; וזה טוב לדינמיקה החברתית. זה טוב לדינמיקה של הגיוס. זה טוב רק מהמובן של החיות והרלוונטיות של אזורים מסוימים. ככה שלא נגיע למצב שמרגע שאתה עובר רמה מסויימת, המקומות האלה יהיו ריקים.[148]Steven Sharif

אנחנו ככל הנראה הולכים ליצור מופעים רק במבוכים מסויימים ובזירות. ככל הנראה לא תוכל לראות יותר מידי מופעים בכל מקום אחר. מה שאתה רואה יהיה מה שתקבל.[143]Jeffrey Bard

מערכת סימון PVP תהווה הזדמנות לסכסוך פתוח.[150]

ש: כשאתה מגיע לבוסים במבוך בעולם הפתוח, יכול להיות שהמשחק יקפיץ אותך? (למופע נפרד)

ת: לרוב אם יש בוסים בסוף של מבוך, אפשרי שתקפוץ.[148]Steven Sharif

PvE

אלפא-1 Elder Dragon of the Tundra raid boss.[151]

הסביבה באפר היצירה היא שטח מרהיב מבחינה ויזואלית, עם יצורי פרא ובריאות פנטסטיות שנועדו לעורר יראת כבוד וגם להחדיר פחד. העולם הוא קשוח ובלתי סולח, הוא מהווה סכנה ברורה ונוכחת לשחקנים. מבוכים, שדים ודרקונים, אהוי! ה- AI הייחודי שלנו פירושו שמפגש עם יצורים דומים יניב חוויה שונה לחלוטין שהשחקן יצטרך להסתגל אליה. גורמת לך להיות על קצות אצבעותיך בכוננות לשינוי מתמיד מצד התגובות של היריב שלך. העולם מחכה לגיבוריו.[152]

מערכת הצמתים מאפשרת יצירה של תוכן PvE (שחקן מול סביבה) חדש כמו משימות, מבוכים, פשיטות, וגם מטבעות מפלצת. [153]

עומד להיות הרבה תוכן PvE לכל סוגי השחקנים ... חלק מזה הוא סיכון מול רווח: הסיכון שלך הוא הזמן שאתה משקיע כדי לקבל סיכוי לקבל את הפרס ולגמור בהצלחה; וזה אמור לתת הרגשה טובה בהתאם לכמות הזמן שהשקעת. אני יודע שיש ספקטרום של שחקני הארדקור ושחקנים פחות רציניים, אבל זו הסיבה שיש לנו הרבה נתיבי תוכן שונים שמכוונים כלפי האופן בו אתה משפיע על העולם שסביבך.[154]Steven Sharif

תוכן הPvE מסתגל להתפתחות העולם כדי למנוע חזרות.[155]

Elder Dragon of the Wood raid boss gameplay.[156]

בכל פעם שיש לך מצב של שחקן מול סביבה, אתה לא רוצה חזרות קבועות יתר על המידה בגלל שזה חסר טעם. אין לזה את המרכיב שגורם לך להרגיש מעוניין.[155]Steven Sharif

PvE difficulty

Tumok the Wretched אלפא-2 world boss.[157]

Raid bosses are aware of the number of combatants within an area in proximity to them and that awareness is part of an indicator to which behaviors they're going to utilize as part of their behavior tree. So as it's assessing the types of combatants that are facing it, the number of those combatants, the position of those combatants, the abilities and totals of those combatants, it weighs certain actions in its behavior tree and then it acts on those actions; and in the scenario where you're bringing overwhelming odds to a particular fight, that might weigh heavier the AoE options that the boss has access to, where they're utilizing a lot more AoE abilities during an engagement due to that overage of of players. So in that sense it's a bit adaptive. It's a bit dynamic based on the encounter scenario.[158]Steven Sharif

The difficulty of PvE content, such as raids and dungeons will adapt based on the performance of the raid or group against previous bosses in that encounter.[159]

  • Higher performance in earlier phases will increase the difficulty of subsequent phases of the encounter.[159]
Both in Alpha-2 and when the game launches, there will be monsters whose technical level is above that of the cap; and the intent there is obviously again to provide some level of challenge that exceeds a comparable level challenge rating.{livestream|2023-11-30|1h53m50|V9F_AJl9ozY}}Steven Sharif
Q: How challenging will raid boss mechanics be given the given that players may need to simultaneously fight other players while also fighting the boss?
A: It depends. The great thing about our encounter system is that it has a wide scalability from encounters that some might consider easy given their composition to encounters that some might consider impossible until they get their gear level to a certain stage. The level of interaction with other players is really predicated on the encounter itself. We may have some encounters that are in instances although the predominant portion of those will be in the open world, in which case they do have the potential being contested; and these encounters, especially the big ones that might land in contention, are giving some of the best-in-slot gear you can get in the game. So it's important that they are contested because it is a significant victory point; and one of our core pillars is risk versus reward: and the higher that risk the higher that reward should be. So those two things seem fitting and then in addition we do have the concept of winners and losers. Not everybody in Ashes of Creation is going to be a winner; and that sucks if you're not I guess, but there is opportunity for you to continue to excel and become one. But it gives much more meaning to an achievement when not everybody gets the achievement. That's our philosophy.[163]Steven Sharif
Q: So it's the sort of thing where it might be, we're going do a dungeon that's oops, all fire golems, so if everybody straps up with plate armor and fire resistance, you don't have to worry about the magic fire: you've got the fire resistance for. And when you start getting punched around, that's why everyone's come in with plate?
A: The encounters design team presents a particular type of challenge rating- for those you're familiar with playing DnD or whatever, challenge rating gets informed by a few different vertical power levels, but then there's also the horizontal perspective: That is, what tools does your party have to address the challenge rating of the situation and some of the horizontal progression exists within how you kit your equipment slots. Some of those can be enhancements or stones, as you're discussing with fire resistance. Some of those are base stats that exist on a particular item, such as physical damage mitigation versus magical damage mitigation and what subtype of damage is incoming based on that. These are the ways that we emphasize that more rock-paper-scissors type of interaction with balance to where it's okay to have asymmetric imbalance if there are horizontal methods by which you achieve the challenge rating.[164]Steven Sharif

קרא עוד...

PvP

אלפא-1 open world caravan PvP.[165]

Player combat in Ashes of Creation is both vast and intimate. It spans many aspects of the game itself. From great political battles held on the fields of massive castles, to open world conflicts fought for the pride of Guild Leaders. A player can choose to participate in the fate of the world by swaying the tide of battle with his or her combat prowess. Our PvP mechanics follow a flagging system, as well as static PvP zones at certain points of interest; fight for control over cities, castles, caravans, or hunting grounds. Our PvP is designed to offer the players a well-balanced and fair world to shape through the pen, or sword should they choose.[152]

PvP (קרב שחקן מול שחקן) יהיה הזרז לשינוי בAshes of Creation. [166] קרב בין שחקנים נועד להיות בעל משמעות, החל מקרב קרוואנים וכלה בעימותים גדולים בעולם הפתוח שילחמו על גאוותם של מלכים ומלכות.[153]

מכיוון ששחקנים מונעים מדברים שונים, מכיוון שהם רוצים משהו מהמשחק ששחקנים אחרים לא רוצים, זה יגרום לאנשים להתנגח. שחקנים שונים ירצו חוויות שונות והקונפליקט בין שניהם ייצור דבר גדול וטוב יותר. מתוך סכסוך מגיעה לידה מחדש וזה סמל הליבה, זה נושא הליבה שחוזר על עצמו לאורך כל המשחק.[87]Jeffrey Bard

יש הרבה סיבות להשתתף בPvP בעולם הפתוח של Ashes of Creation.[167]

רק מכיוון שמערכת הסימון שלנו נותנת שחיתות לpkers (רוצחי שחקנים), לא אמור ש- PvP לא יקרה. יש הרבה סיבות לכך ש- PvP יתרחש בעולם פתוח. משאבים נדירים, שטחי ציד בעולם פתוח, קרוואנים, מצור, מלחמת גילדות וכו '.[167]Steven Sharif

ש: האם חשבת על איזורים בעלי סיכון גבוה בVerra בהם השלל בPvP יהיה גדול יותר?

ת: לא חשבנו על כך, הסיבה לכך היא ששמערכות הPvP כבר מאפשרות איבוד רכוש דרך מערכת הסימון (flagging system) או דרך מערכות אחרות של אירועי PvP גם. [170]Steven Sharif

קרא עוד...

ציוד

יתכן שתהיה כבילה של ציוד (BoE או BoP) אבל זה יהיה מקרה חריג ולא הכלל, מכיוון שזה מנוגד ליעדים של הכלכלה.[171]

הרבה ממה שחווינו במשחקים שבדרך כלל מגיעים לפנינו זה שהרבה דברים כבולים למשתמש והם כבולים לשחקן שלך... אצלנו במקום זאת, מעט מאוד יהיה כבול למשתמש. מעט מאוד מאוד. הרוב המכריע של הציוד- כן אתם תקבלו ציוד ממשימות כתגמול - אך לא נניח סט אחד שנמצא במבוך אחד ואתם חייבים לעשות את המבוך שוב ושוב. במקום זאת אנו רוצים להדגיש ממש את ההסתמכות על הכלכלה ועל בעלי המלאכה והלקטים והמעבדים כדי שיהוו את רוב מערכת הציוד במשחק, בשילוב עם פשיטות על בוסים עולמיים, ובוסים של מבוכים; לא קו משימה שחוזר על עצמו במבוך בודד.[173]Steven Sharif

סוגי נשקים

יש פילוג שווה בין כלי נשק לקפא"פ וכלי נשק לטווח ארוך.[178]

קרא עוד...

דמות

Dünir tier 5 plate armor 3D render.[187] This render does not include any special effects as a result of enchanting.[188]

דמות in Ashes of Creation.

קרא עוד...

חזות הציוד

אלפא-1 female plate armor 3D render.[196]

We want to be realistic with the application of particular types of armor, such as plate armor. In this regard for the different sexes there's a fine line that has to be drawn between accentuating the form of the sex as well as making it somewhat realistic and actually applicable to the environment.[196]Steven Sharif

  • Armor will not be overly sexual in appearance.[196][198]
    I'm more of the mind that it wouldn't really serve a purpose to have bikini plate armor, just in like reality, if you're going to have armor, it should be protective. I think from a fashion statement is enjoyable for some people, but it's a an immersive issue.[197]Steven Sharif
    • Some armor and costumes will be more revealing than others, but there will not be nudity in the game.[200]
    There might be sliders, but there are not gonna be naked sliders.[200]Steven Sharif
Each race is getting its custom geo pieces, which then will share thematic components such as color palette, attachments, design filigree. Those types of things will get shared across the geo but generally you're going to see unique races with unique geo.[204]Steven Sharif
  • קוסמטיקה can be used by all races but there may be slight variations to make them work with the body builds of each race.[209]
  • Hair will likely be masked if helmet display is toggled on.[213]

Appearance slots/Transmogs

ציוד will have appearance slots (Transmutation/Transmog/cosmetic slots) that are used to copy the appearance of an item (in some cases).[217][218]

  • There are rules when applying cosmetics to specific items, unlike costumes, which don't have level restrictions.[219]
  • Cosmetic slots can be toggled on or off on their character by the player.[220]
  • A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[221][222]
Cosmetics, whether purchased from the shop or earned in game, are an important component of MMORPGS I personally enjoy; and there's a lot of collectors out there who spend a great deal of time either in-game achieving these things or spend money purchasing them from the cosmetic only marketplace; and we don't want to demean or reduce that achievement or that expenditure. So it's going to be situational where the default appearance will be applied and can be activated.[221]Steven Sharif

תוספות לציוד

Attachments are able to be unlocked as flair pieces to armor to create a customizable look.[223]

  • There will be hundreds of attachments available ranging from a small clasp to the front plate of a breast plate.[223]

גזעים

שמונה מתוך תשעת הגזעים באפר היצירה.[224]

באפר של יצירה יהיה ניתן לשחק בתשעה גזעים שונים.[225]

Parent race Races
Aela Humans Kaelar.[225] Vaelune.[225]
Dünzenkell Dwarves Dünir.[225] Niküa.[225]
Kaivek Orcs Ren'Kai.[225] Vek.[225]
Pyrian Elves Empyrean.[225] Py'Rai.[225]
Tulnar.[226]

בעולם של וורה יש תרבויות עשירות ומגוונות. חלק גדול מההיסטוריה החשובה של העולם נשלטה על ידי הגזעים הגדולים. בני אדם מהחוף והשפלה, אורקים בגבעות ובביצות, אלפים ביער ובארצות הנהר, וגמדי ההרים הנערצים. הגזעים הגדולים שמרו על דומיננטיות לאורך אינספור מלחמות והתכתשויות בין הגזעים הנחותים של וורה. עשורים שלמים עשויים לחלוף בין כל התלקחות אלימה שכזו. יש הרבה גזעים זוטרים בוורה. חלק מהגזעים הזוטרים קיימים בכפרים או שבטים מאולתרים. כמה מהכפרים הגדולים מבין הגזעים הזוטרים מורכבים בעיקר מהענקים, כתות פחות מכובדות של בני אדם, גנומים וזוטונים. הזוטונים אינם זוטונים במובן מסורתי אלא בעצם חצאי-דם של גזעים שונים.[227]Steven Sharif

שיטוט במקומות האפלים ביותר של העולם יחשוף את מרבצם של יצורי תועבה מרושעים. הכנסיות הגדולות של הציביליזציה שולחות לעיתים גיבורים ממדינות שונות כדי לחסל את האיומים הללו לבני התמותה. קיימות כיום ארבעה ממלכות גדולות בוורה. זה בערך 25 שנים לפני הנפילה: אמפריית הAelan, ממלכת הPyrian, החסות של הKaivek, והאומה של הDünzenkell. לא תמיד היו רק ארבעה ממלכות. בעבר הרחוק הגזעים היו מחולקים להרבה ארצות וערים.[228]Steven Sharif


ב7000 השנים של ההסטוריה המתועדת, מלחמות פרצו שוב ושוב. חלק על שטח, אחרות על משאבים, ורבות בגלל אמונות שונות. בתי מלוכה עלו ונפלו לאורך השנים, חלקם ממזמן נטולי אצילות. קיימות הרבה ערי מדינות בוורה. לכמה מהן שלטון עצמי של דמוקרטיה ורפובליקה, אחרות הן מדינות צמיתות הנתונות לפקודות השליטים שלהן.[229]Steven Sharif

Once selected, a character's race should be final.[230]

Your primary archetype selection and your race selection should be - because they have gameplay influences - should be final.[230]Steven Sharif

קרא עוד...

סיעות

לא יהיו שום סיעות מוגדרות מראש בAshes of Creation. [231]

אנו מציגים לשחקן את אירועי החיכוך הרכים האלה שיקבעו מי יהיו חבריכם ומי אויביכם.[232]Steven Sharif

מכיוון שאנו לא מבוססים על סיעות, אנחנו רוצים להעניק למשתמש את היכולת לעשות דברים שהם "רעים" או "טובים", ולכן למשתמש צריכות להיות שפע של בחירות של הצד הרע בהם הוא יוכל להשתתף.[233]Steven Sharif

סוגי דמויות

עם 8 מקצועות שניתן לשלב, שחקנים יוכלו לבחור בין 64 קומבינציות ליצירת סוג הדמות שלהם.[234][235][236]

תפקיד משני
Bard Cleric Fighter Mage Ranger Rogue Summoner Tank
Bard Minstrel Soul Weaver Tellsword Magician Song Warden Trickster Songcaller Siren
Cleric Scryer High Priest Templar Oracle Protector Shadow Disciple Shaman Apostle
Fighter Bladedancer Highsword Weapon Master Spellsword Hunter Shadowblade Bladecaller Dreadnought
Mage Sorcerer Acolyte Battle Mage Archwizard Spellhunter Shadow Caster Warlock Spellstone
Ranger Bowsinger Soulbow Strider Scion Hawkeye Scout Falconer Sentinel
Rogue Charlatan Cultist Duelist Nightspell Predator Assassin Shadow Lord Shadow Guardian
Summoner Enchanter Necromancer Wild Blade Spellmancer Beastmaster Shadowmancer Conjurer Brood Warden
Tank Argent Paladin Knight Spellshield Warden Nightshield Keeper Guardian

קרא עוד...

תפקידים

באפר היצירה יש את שילוש התפקידים המסורתי של Tank, DPS, וSupport/healer. [237][238]

  • למרות שתפקידים מסורתיים אלו קיימים, שחקנים לא צריכים להרגיש מסווגים למקצוע הראשי בו בחרו.[237][238]
  • שחקנים יכולים גם לבחור פעמיים את התפקיד הראשי גם כמשני כדי לחזק אותו. [237][238]

יש לנו שמונה תפקידים בסיסיים; והשילוש מהווה השפעה די חזקה ביחס לשמונה המקצועות הבסיסיים. עם זאת, האזור בו ניתן לשחק בקו המפריד את השילוש הוא בבחירה של המקצוע המשני. זהו האזור בו אנחנו מערבבים בין התחומים השונים ומאפשרים לשחקנים קצת השפעה על תפקידם ועל האם או לא אפשר לסווג אותם לקטגוריה מסויימת מתוך שילוש התפקידים.[239]Steven Sharif

דתות

קיימות שש דתות עקריות, ובנוסף דת של ה טולנאר/ העולם התחתון [240][241][242]

  • הדתות נועדו להיות גורם מוטיבציה ולא לשם האסתטיקה.[243]
  • בחירה של דת נותנת לשחקנים את האפשרות ללכת בדרך האור או בדרך החושך דרך הבחירה שלהם במשימות ובפעולות אחרות.[244][245][246]

יהיו שבילי משימות. יהיו פעולות מסוימות שהשחקנים יוכלו לבחור כדי לבחור אולי בצד היותר אפל של העולם.

[244]Steven Sharif

לפעמים משחקים בעבר ניסו להמנע מלשים דגש על דת בגלל ההקבלה שיכולה להווצר בין העולם האמיתי לבין העולם הדמיוני של המשחק. אני לא ממש תומך בתאוריה הזו. אני חושב שהדת משחקת תפקיד מאוד מרכזי בסיפור של אפר היצירה וזה בגדול רעיון מונוליתי של טוב נגד רוע, כך שזה באמת המהות של העלילה שתהיה במשחק. ואני לא מנסה לדחוף את השחקנים למקום של "כולם חייבים להיות טובים", כמו שאמרתי מקודם, יהיו הזדמנויות לשחקנים לסטות מכך אם זה התפקיד שהם יבחרו לשחק.[240]Steven Sharif

הדת של הטולנאר היא צירוף של אמונות של שאר הגזעים בנוסף לאמונות פגאניות של גזעי המיעוטים שנוצרו לאורך קיומם ביחד בעולם התחתון. [247]

ההתפתחות של גזע הטולנארים - למרות שהם עדיין המרכז של מה שהיה כאשר האלים של פתנאון הטוב נשארו בשביל הטולנארים, לאורך זמן הם חיו והתפתחו לחברה שנמצאת על סף החזרה לוורה. זה דומה הרבה יותר... לדרך שבא דתות הקראול התפתחו, עם מרכיבים של נצרות ובודהה וגם דתות "פגאניות" אחרות קטנות יותר; מאוגד לתוך דת אחת. זה ברמה כזו, שניתן למצוא התאמה בין איך שלתרבות סביב גזע הטולנאר יש את הצירוף הזה של מה שהיו האמונות הפגאניות של גזעי המיעוטים עם החשיפה לאמונות העקריות של הגזעים הראשיים, בגלל שהם כולם באו ביחד לעולם התחתון ושרדו באופן הזה. באופן טיבעי ניתן לראות צירוף של שני הדברים הללו. [247]Steven Sharif

קרא עוד...

Character

Waterfall stats.[249][250][251][190]
Primary attribute Stat
Constitution.[252][253][251][190]
Max Health
Health Regeneration
Physical Mitigation
Physical Disable Evasion
Dexterity.[254][253][251][190]
Physical Critical Chance
Attack Speed
Physical Evasion
Physical Disable Accuracy
Intelligence.[255]
Magical Power
Magical Critical Power
Magical Penetration
Magical Accuracy
Mentality.[256][253][251][190]
Max Mana
Mana Regeneration
Magical Mitigation
Magical Disable Evasion
Strength.[257]
Physical Power
Physical Critical Power
Physical Accuracy
Physical Penetration
Wisdom.[258][253][251][190]
Magical Critical Chance
Magical Casting Speed
Magical Evasion
Magical Disable Accuracy

Stats in Ashes of Creation are derived from primary attributes (Constitution, Dexterity, Intelligence, Mentality, Strength, and Wisdom) via a waterfall system.[249][250]

A waterfall stat is a derivative of an attribute. So, if dexterity is your attribute stat and a waterfall from dexterity is critical rate, that would be considered a waterfall stat: the critical rate.[250]Steven Sharif
  • There will be diminishing returns on certain stats, but there won't be hard caps.[265]
info-orange.pngחלק זה מכיל מידע מבדיקות אלפא-1. הוא יעודכן כאשר מידע חדש יהיה זמין.

Primary attributes in אלפא-1:

דמויות חלופיות

יוצר הדמות

Scars in the אלפא-2 character creator (first pass).[276]

The cool thing about this character creator is that it's not just intended for your character. It has application with NPCs that you might hire.[277]Steven Sharif

We're gonna use similar tech for implementing things like Animal husbandry.[278]Zachary Mallet

Kaelar אלפא-2 character creation (first pass).[279]

This tech is 100% created in-house at Intrepid and is not metahuman.[280]Steven Sharif

We'll be adding many, many more customization options to the character creator.[281]Cody Peterson

The character creator (or character customization system) allows players to define the look of their in-game characters, hired דמויות ללא שחקן; and potentially creatures raised by the animal husbandry profession.[277][282]

The Ashes of Creation character creator is 100% developed in-house by Intrepid Studios and is not MetaHuman.[280]

Additional character creator features include.

  • There will be unlockable features for character customization.[286]
You have that scar because you participated in this siege, or these many sieges; or you have this tattoo because of your of a cultural background, or because of a quest that was accomplished where you're able to get that.[286]Steven Sharif
  • The ability to save and potentially to share characters with other players.[276][287]
The beauty of it is that you can save your character- and we already have some of those features available- and load them; and in the future we want people to be able to share those characters amongst each other.[276]Margaret Krohn
  • The ability to undo changes (Ctrl + Z) will be supported, including undoing changes that were made several edits earlier.[288][289]
  • Choosing base idle animations of characters will be possible in future.[290]
    • Certain animations, such as blinking, will be present when they don't interfere with the customization process.[291]
  • Certain ability sound effects will adhere to character customization selections, such as race.[292]
  • Adjusting the background scene and lighting is a planned feature.[291]
There's going to be a lot of environmental controls that are offered to the character creator so that people can set it up their scene the way they want to grab screenshots or to grab recordings or whatever they want to do.[293]Steven Sharif
  • Asymmetry in terms of manipulating different components of the body or different body features such as hair, beard, and eyes.[294]
Asymmetry is going to be functionality that's possible in manipulating either different components of the body or different features like hair. The beard we saw a little bit of that blending with highlights that you can do. Margaret talked a little bit about the eye asymmetry that you can include. Obviously those are going to exist within certain parameters that we want to define on a per-race basis, but it is something that we think is cool.[294]Steven Sharif
  • Body adornments, such as piercings will be possible within cultural limits.[295]
  • The developers are considering whether to allow custom tattoos to be uploaded by users.[296]

The aim is for the character creator to be on par if not much better than that of BDO.[297][298]

מראה הדמות

Facial adjustments in the אלפא-2 character creator (first pass).[299]

There is a great variation that's going to be available from a character standpoint when creating your character, especially around the face. Whether it be the shape of the jawline, the cheeks, the ears, the nose, the lips. You know we want to provide a lot of options and an agency to the player to customize their character appearance.[300]Steven Sharif

מראה הדמות can be customized in the character creator (CC)[302] and via in-game salons/barbershops.[286][303]

We want there to be a lot of room for people to manifest their own identity, to role play how they want to from an appearance standpoint. There's going to be parameters within which you will be able to customize a character. We want the culture and the identity of the races to exist in a range that makes them easily identifiable from other players and other cultures. So, because of that, we have to have a spectrum you can exist on. There will be a lot of hair variants you can do, body art tattoos that you can apply. You'll be able to play with the scales of the facial structure, the bones, the height, width, the body fat percentage. You'll be able to add body hair on different parts of the body. If you want to have hair on your feet, you can dial that up.[304]Steven Sharif
  • Character models are focused on realism.[305]
  • A player will see a generic character before customization.[306]
  • Character designs will have influences from a wide range of cultures, such as European, African and Asian.[307]
  • Lolis will not be in the game.[308][309]
  • Sliders and other controls, such as color palettes, will offer flexibility in customization but there will be limits based on race, gender, and the artistic style guidelines that the developers are adhering to.[310][311][308][312][313]
There's going to be constraints to the sliders, so that was one of those big questions as work began on the character creator: How much agency do you want to allow pulling like the lower lip all the way down in this weird deformed look, or having like [an] offset cheek that's just asymmetrical to the side of the face. There's not going to be the ability or agency to create those types of weird character things. However you will have the ability to move, slide, change, grow, decrease all those components, but they'll be kept in a more reasonable and presented way in the same sense you won't be able to change the appearance of the dwarven, nor the Dünir or the Niküan races to, in my opinion, create what would be traditionally considered a Loli character.[308]Steven Sharif

Body appearance

Vaelune, Dünir and Empyrean אלפא-1 early character model רינדור תלת מימד.[314]

So many options coming down the road. Our character team continues to refine our customization options![315]Steven Sharif

Head appearance

אלפא-2 character creator hair and beard customization (first pass).[325]

Every hair color uses the accent and the fill differently, but usually the fill is the root color and the accent is the tip color.[325]Zachary Mallet

Face appearance

Vek presets in the אלפא-2 character creator (first pass).[332]

Heads will be relatively proportional to the body size, with some limited variability.[333]

Appearance details

A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[221][222][339]

קרא עוד...

קוסמטיקה

Rime and Regal‎ pre-order pack cosmetics.[340]

We are very transparent in the business model of subscription with cosmetic only marketplace... I respect and understand the opinion of rather having a box price in-place of cosmetics, but that is not the direction I’ve decided to take. After weighing the benefits to the game and its population, I believe a lower barrier to entry is healthier in the long run, and the steady content release and quality of the product will sustain the retention for subscription and in-turn provide a healthier content release strategy for Ashes.[341]Steven Sharif

קוסמטיקה provide a wide array of customization in Ashes of Creation.[342]

All skin cosmetic items are cosmetic items only and do not grant the user any other benefit. The lore text is flavor text, and background of the creatures and items in the world of Verra.[340]
  • Equitable cosmetics, both from a quantity and quality standpoint, are achievable through in-game means.[344][345] Cosmetics achievable in-game will be on-par, and in the case of legendary skins, even more elaborate than shop items.[346][347][341]
I want to make sure that equitable cosmetics both from a quantity and quality standpoint are achievable through in-game achievements. Time, effort should let you be happy with what you can accomplish.[345]Steven Sharif
In my opinion quality of cash shop cosmetics should be equal to in game achievable cosmetics, but offer a diverse selection of unique looks.[348]Steven Sharif
The most grand looking cosmetics will be from in-game achievment only.[349]Steven Sharif
From an armor standpoint, we cut armor sets up into many different pieces. These pieces can sometimes be used as part of other sets, that may include helmets, wrists, gloves etc. So while you will not see an achievable white version of the corvid castigator set in the game for example, you may see its shoulder piece used in another set, or its leggings, or wrist piece used in another set (not every piece as to form the whole set, but perhaps a couple pieces). This would be difficult to notice at first glance, due to the material, texture and color variation used, but this modular approach to content creation makes achieving a wide variety of looks achievable for an MMORPG of our size.[346]Steven Sharif
While the exact same skin will not be available again in the future once it's gone from the Shop, these skins are all variants of creatures that you can expect to see across Verra - so perhaps you will find one with a similar style in-game![351]Sarah Flanagan
  • There will not be mascot looking/furry cosmetics.[354]
It's important to remember, Ashes is a NO-BOX COST subscription only game, with an optional cosmetic marketplace. This achieves a few things from a monetization model. Having a lower barrier to entry for players to try the game when they don't have to fork out $60 for the box price is good, our box price is 0$. This also places an emphasis on the game's retention and our continual updates and content creation to keep players playing and staying subscribed (a put your money where your mouth is sort of philosophy for us as a company). It also means players don't have to spend $60 every time there is an expansion.[346]Steven Sharif
Is there an answer that satisfies everyone? Nope. And that's ok. We are open and transparent with our philosophies and business model. You know what you are getting with Ashes and to me, given my experiences in other games, it is a nice breath of fresh air.[346]Steven Sharif
I know there have been quite a few questions regarding cosmetics over the years. As we get further along in development, we'll be providing more specific information regarding what specific buildings, items, etc., you can place each cosmetic on. We'll update this for all past items.[356]Margaret Krohn

השגת קוסמטיקה

Some cosmetics can be obtained in-game:[210]

השגים may unlock some cosmetics.[210]

Not all cosmetics are obtainable through in-game means. These will be purchasable through the cosmetic store.[210]

Cash shop cosmetics will be limited in quantity, limited in time for purchase. They will be unique, but you will also have extremely difficult to gain cosmetics in game as well as unique cosmetics that look great and better... There will be a lot of cosmetics that are achievable in the game because that is a very fun aspect of MMO play.[358]Steven Sharif

קרא עוד...

מיתולוגיה

Ashes of Creation logo.[359]

Ashes of Creation is a direct reference to the storyline. Without giving too much away, the phoenix is going to be a persistent symbol throughout the first phase of the storyline, and the world that the players will be inhabiting is a long-lost world that has suffered devastating calamity.[360]Jeffrey Bard

The Phoenix is the celestial avatar of the Goddess of creation. Her sacrifice protected the people of Verra during the apocalypse.[361]Steven Sharif

There are different parts to the מיתולוגיה in Ashes of Creation.[362]

It is about mythology and discovering what truths mythologies are talking about and finding out what really happened on this world so long ago; and that's part of that discovery process; and we want people to feel that throughout the game, not just in terms of lore but in terms of the world itself.[363]Jeffrey Bard

עלילה drive one or more storyline quests within the game.[364][365][366][367][362] Story arcs branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[364][365][367]

We're keeping lore very close to the chest and the reason for that is because it is very rich. It is diverse. It will have applications outside of just the MMORPG. We intend to take it much further, but I want it to be something that the players get to reveal themselves, that's not just handed to them and then the experience is lost. They should feel when they're experiencing this that it relates to them on a personal level.[368]Steven Sharif

עלילה

אלפא-2 early preview of the story arc UI.[369]

Story arcs are like a pre-packaged tabletop campaign. They contain all of the NPCs and quests and monsters- all the things you need to make a cool fantasy story. They're not procedurally generated... We write all the dialogue and we construct all the narrative beats and everything like that, but they will enter the world dynamically depending on the state that the world is currently in; how players have built up specific nodes, what races control various nodes. We have plans to include lots of different things on top of that, but we don't have any quest hubs or anything like that in this game, because players build up all the cities. So we had to get a system that looks at what players are doing and can inject content into the world that makes sense for what they're doing.[370]Skott B

The Blood Still Due story arc unlocking at The Tower of Carphin.[371]

When story arcs come online, they change a lot the environment. They update what monsters are in the world. They create quest NPCs... and then new Pathways can open up through the environment.[372]Skott B

עלילה are unlocked by multiple types of player activity within each server.[373][371][370][374]

Every stage a node develops it's unlocking narratives, storylines, it's changing the spawn population of the area around it, changing what bosses exist, it's triggering events where you may have legendary dragons attack the city. It's basically writing the story of the server based on the actions and determination of the players. So, you may experience a dungeon one month earlier and have a completely different story that relates to this location the next month, because something has changed either geopolitically or from the node standpoint.[374]Steven Sharif
Even player driven mechanics will still have story components. There will be a reason why the player driven mechanic is available or required of the player; so every system that's created touches a story.[377]Steven Sharif
  • If there are too many other major arcs happening at the same time in the same zone, a story arc may need to wait its turn, even if conditions are right for it to be unlocked.[373]
  • There will be a variety of different types of story arc content at different scales, with different cooldowns to suit different types of players in the game.[380]
We must provide enough of this content at varying scales such that it isn't worthwhile or economical to control every single story arc in the world. Some will be smaller in scale and production value, and thus, will move faster and have shorter cooldowns before they're reintroduced.[380]Skott B
info-orange.pngחלק מהמידע הבא לא אושר לאחרונה על ידי המפתחים וייתכן שלא נמצא במפת הדרכים הנובחית של הפיתוח.

Certain story arcs can be unlocked through the bulletin board system. Certain requirements would need to be met in order to access story arc quests.[384]

קרא עוד...

התפתחות

התפתחות occurs through a variety of pathways.[385][386]

Having the ability to gain power at a sacrifice... That's a way to reach a horizontal type of progression. It may not be entirely, because there could potentially be a meta if balancing isn't done correctly; but the objective there is to make sure we have both vertical and horizontal progression in the game.[389]Steven Sharif
Multiple playstyles should be relevant and viable. Additionally, you have a spread between casual players and hard-core players; and most of us exist somewhere on that spectrum. The progression path in a society or religion is more conducive to the time we have to play. Whereas, someone else may be playing several hours a day, and they have a better opportunity for the raid/level progression that might require some more dedication. So we want to have these different progression paths available to accommodate the different times in our lives that we have to play the game. And all of those types of progressions will make us relevant in some way shape or form to the general world.[392]Steven Sharif
The way that Ashes is constructed is there are multiple paths of progression from a from a PvX perspective, a wide net perspective that players have interest in; and you're not going to be able to become the master of everything. So you're going to have to pick and choose, but even picking and choosing that gives you a place within that aspect of the world at a place that's going to be something that you can build up a reputation around.[385]Steven Sharif
  • The ratio that various progression systems influence player power will evolve over time. In the early game adventuring level may be the dominant influence on player power. ציוד may become more influential on player power closer toward endgame.[393]
Q: Could you explain in detail what you mean by 50% of player power when talking about gear influence on player power?
A: That's just a general allocation of what players can expect to pursue when enhancing their player character power. Now obviously, the distribution and ratio of those types of influences, whether it be itemization, whether it be level, whether it be, augments choices, and/or skill tree choices: those influences and ratios change through the leveling curve. So, at lower levels your character level is going to be more influential over character power than itemization will be, but at endgame or higher levels, or at the end of the adventuring level progression, that's when itemization really gets an emphasis for its ratio of player power.[393]Steven Sharif
The game hosts a wide array of progression paths, and some of those paths will grant additional paths to augmenting your threat generation. This can be in the form of enchantments and stats ... and even in the form of augments granted from societies and religions. Gear and skills choice are also a big component.[395]Steven Sharif
אלפא-1 early iteration of the level-up effect by Jim Sanders.[396]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[396]Steven Sharif

עליית רמות won't follow a traditional linear path, although classic mechanics for leveling exist.[388][397]

Leveling: the act of of going out and adventuring, of killing monsters, and combat in general is the most tactile and moment-to-moment type of gameplay that you're going to experience in Ashes of Creation; and I think at every step of the way in that adventure it should be fun, and it should be something that you enjoy doing, and it should be something that's rewarding, and it should be something that teaches you more about the immersive world that you're in and allows you to follow a compelling storyline.[398]Steven Sharif
  • Some levels may offer more rewards than others.[403]
I think you can emphasize some levels more than others and that's a great way to do progression. But I think ultimately that you should see a reward for your progress or effort spent.[403]Steven Sharif
As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[404]Steven Sharif
If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[406]Steven Sharif
  • A player could in theory level to max level at a single node, providing that node was at a high-enough stage, but it would not be the most effective means of leveling.[407]

קרא עוד...

סוף המשחק

Ashes of Creation will not have a typical end-game where content is essentially static and repetitive. Instead, max-level characters will be able to engage with many different gameplay loops that open up based on how the world progresses over time.[408][409]

Endgame to me communicates static. It is static structure. Okay, you've entered this loop, now and this is your end-game loop that you will repeat over and over. Whereas instead, the approach for Ashes is you have now reached a point where all of these loops are relevant; and the loops are present to you depending on how the community engages the world. And it's up to you to identify the most promising loops because you have a finite amount of time and resources in which you can engage with them. And that's then where strategy becomes a part of the picture: How will I choose to engage with these loops to maximize my return, or to maximize the specific benefit I wish to bring in individual, group, myself, or guild.[408]Steven Sharif
Part of the whole experience with nodes is that there is no real end-game, in that the world is constantly shifting every day. Month one is going to be really different from month two; and that's for the level 50s and level 1s.[409]Jeffrey Bard

Level cap

The level cap at launch is expected to be level 50.[410][411]

Lower level characters will have usefulness in mass combat (such as מצור על צומת) that is not directly dependent on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[418]

The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.[412]Steven Sharif

Grinding

Repetition will not be part of progression in Ashes of Creation.[419]

  • There will be no "grindy" quests.[419]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[173]
  • The aspiration is to have more things to do in the game than a player has time to do.[419]

AFK leveling

There will not be AFK leveling (auto-leveling) in Ashes of Creation.[404][405]

We want this game to be played. If there are things that you can do to not play the game and still progress, we've done something wrong.[405]Jeffrey Bard

Level scaling

Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players or world bosses.[420][421][409]

Q: Will world bosses scale when it comes to player levels and is it based on players or the zone itself leveling?
A: They will not scale based on player level, no.[420]Steven Sharif

Class progression

Class progression in Ashes of Creation proceeds as follows:[422]

Weapon progression

In-game achievable sword and polearm רינדור תלת מימד.[430]

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[431]Steven Sharif

כלי-נשק have their own progression paths.[432][433]

Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[443]Steven Sharif

Pet progression

Combat pets will be levelable and will have gear available to them.[445][446]

  • Combat pets will incorporate some of their owner's power in a way that keeps the power progression horizontal.[447][448][449]
    • Power is delegated to the pet when it is summoned and returned to the player immediately when the pet despawns.[450]

Summoner summons (Summoner pets) do add to the summoner's power when they are summoned.[447]

Combat pets, which can be acquired by any archetype- and this is essentially an item that exists within your backpack- you cast the item to summon your pet. When it is summoned it's not intended to be a vertical gain of power, because when you make combat pets a vertical power gain, then it becomes a no choice solution: you must have a combat pet if you want to play efficiently- you must have a combat pet; and I wanted to steer clear of that because the way I wanted to approach combat pets was more of a horizontal power choice; meaning: depending on the type of encounter you're facing, depending on the threat assessment you have, a combat pet might be relevant, or it might not. One combat combat pet might be more relevant than another combat pet and that's part of your gear acquisition, your item chase to attain this more comprehensive selection of combat pets that you can have available to you and can be summoned in the event that you want to engage an encounter with a different aspect of your power curve: Not vertical, but horizontal.[447]Steven Sharif

Artisan progression

Artisan progression.[451][452][453]
Artisan level Artisan certification Profession limit per character
1-10.[454][455] Novice.[451][456] 22.[451][452]
10-20.[457][455] Apprentice.[451] 5.[451][452]
20-30.[457] Journeyman.[451][453] 4.[451][452]
30-40.[457] Master.[451][453] 3.[451][452]
40-50.[457][458] Grandmaster.[451][453] 2.[451][459][452]

Artisan progression occurs based on experience (repetition of tasks) as well as achievements of certain benchmarks within each artisan branch (איסוף, עיבוד and יצירה).[461][462] Progression in each artisan profession is per-character.[463][464][465][275]

All 22 professions, the players get to be novice of; and then it starts narrowing from there. So, after that you'll only be able to be apprentice of five things. You can be a journeyman in four things. You can be a master in three things; and you can be a grandmaster in two things. So you'll need to narrow, but you can also diversify to support the professions that you want to first push further in.[452]Kory Rice
If you are grand master in that profession you can max out the entire tree. But you can only grand master 2 things.[472]Kory Rice
  • Choosing a specific path in the skill tree allows the player an opportunity to specialize in a certain area. This encourages player inter-dependency, enhancing the artisan experience.[474]
Q: In regards to character level and artisan level. We know that currently there are two separate things. That being said, what prevents a player from staying level one and partying up with a level 50 player to then gather level 50 resources in the high zones? That way, anyone who wants to take those resources will have to kill the gatherer who is level one and get a large amount of corruption for killing a level one as a level 50.
A: Gathering higher level resources requires significant advancement within a particular profession for that gatherable resource. So, if I'm a Miner and I want to access the highest possible mineral, I need to be a master miner; and in order to achieve the master minor status I am going to be gaining adventuring level experience through that process, because many of those quest lines, many of those achievements are facilitated through quest lines. Some of those quest lines interface with adventuring difficulties that are out in the wild at certain levels. So that's going to predicate me- that's going to be a predicate for me to achieve a certain level in order to complete some of these quest lines and achieve that master status. So you will you will likely not see the ability of a level one alt character having the access to high level mineral mining, or any other type of gatherable out there.[475]Steven Sharif

Religion progression

There are player progression paths within a religion.[477][243]

  • Players may follow only one religion at a time.[477][243]
  • Religious progression is based on quests that are only offered to followers of that religion.[477]
  • Religions have a ranking system based on a player's performance in these quests and the number of quests completed.[477][478]
  • Changing religion will cause loss of progress in a player's previous religion.[477][243]
It depends on their dedication to the religion itself; their performance when it comes to certain religion's religious objectives; their contribution to the development of that religion within the world. There's a lot of different markers that we use at each stage to determine how they progress within the religion.[479]Steven Sharif

Naval progression

Mariner classes (also referred to as boatsmanship classes, boatsman skills or seamanship) contain different skill trees arranged in a similar manner to שיעורי אומן. As a player gains experience in these different skills they become more adept at using them.[480][481]

The benefits of having Mariner expertise is not just related to activities you can do on the ships, but will also incorporate skills that become available when you're piloting ships as well. There's a few things that Mariner classes provide: interaction with attachments on the ship, driving the ship itself, utilizing the ship's components—like furling the sails or not—as well as repairing ships when damage is taken—the speed at which you can do it, the health you regenerate when you do it.[480]Steven Sharif

Zones and progression

מבוכים, פשיטות, בוסים עולמיים, Mobs, משימות, אירועים, משאבים, Narratives and other content within a node's אזור השפעה will have a diverse level range; but will scale with the advancement of that node and its racial influence.[483][484][63]

  • Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[485]
We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[486]Steven Sharif

Guild progression

Guild perks UI. אלפא-1 צילום מסך. קרדיט תמונה: Guild:Overlord

As you're leveling up the guild and you're getting these points to either allocate towards expanding the guilds member count or allocate towards adding certain passive abilities that your guild members can gain by being guild members. You're also going to see as you're leveling up the guild through different type of quest-based, participation-based, node-based, organization-based systems and ways that those quests hook into the world. You're also going to see perhaps some augment abilities at the upper tiers of the guild levels become unlocked for certain members that have a classification of officer or knight, will have access to those different types of augment abilities that might get unlocked should you go down the non expansive member lane; and the idea there is to offer these benefits to smaller groups.[487]Steven Sharif

Guild progression occurs through participation in different systems.[487]

Guild progression grants skill points that the guild can allocate to unlock aspects of their skill tree, such as passive skills, augments and membership count.[487][489][490]

It's not always going to be combat. You could have an economic focus guild. You could have a trade oriented guild; and there's all sorts of things that you can put together and give your guild its own identity.[487]Jeffrey Bard

Social organization progression

Social organization progression is achieved through accomplishing tasks or quests within that social organization.[495]

  • Some progression is static, but more competitive achievements will be seasonal, based on a ladder system.[496]
info-orange.pngחלק מהמידע הבא לא אושר לאחרונה על ידי המפתחים וייתכן שלא נמצא במפת הדרכים הנובחית של הפיתוח.

There are hierarchical paths pertaining to specific questlines for the organization's thematic.[495] These quests will either be cooperative with or adversarial against other nodes based on their mutual war status.[497]

- For example, a Thieves' guild may have objectives and quests toward securing a particular item to enable players to advance within the organization.[495]
Social organizations are going to have questlines that players participate in which some will include sabotage, espionage, intrigue... While it's not necessarily player versus player in the combat sense, it is player versus player in pitting communities in those organizations against each other in a competitive atmosphere, where only some things can be accomplished by certain communities; and not everybody can succeed at a particular task. So, I think that that's a unique way to involve meaningful conflict that doesn't necessarily have to relate to PvP, because obviously we have a lot of PvP systems in the game and and there are many ways for players to participate in player versus player combat; but we also want to make sure that from a progression standpoint, from a system standpoint there are going to be abilities of individuals to follow these questlines, these tasks that will pit organizations against each other, specifically from an organizational standpoint.[498]Steven Sharif

Alliance progression

Ashes of Creation may have specific content that revolves around בריתות.[499]

Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those channels of bonding between the different guilds or players, the more sustainable that relationship.[499]Steven Sharif

Freehold progression

Freehold progression unlocks new bonuses, abilities and capabilities for freeholds.[501]

We want there to be progression in many systems and part of the freehold progression is that when you establish these base buildings the longer and more productive you are and exist with that freehold, the more opportunity those buildings will have to both level up: offering new bonuses, new abilities, new capabilities; and just surviving in this world is a feat in and of itself, so it's rewarded by allowing progression with those things.[501]Steven Sharif

The longer a tavern is in business and the more patrons served, the faster the tavern will level up.[502][503]

Q: What benefits do players receive for taking on the role of a tavern owner?
A: You will get noticeability with regards to your creations because that will be displayed to the characters that consume those things; but, in addition, you can get certain types of itemization rewards depending on the number of patrons that you serve. You can also reap economic rewards, such as gold from the inn that you are selling your goods at. And then you can unlock access to certain types of recipes and or vendors based on the level of reputation you build up in that particular node.[502]Steven Sharif
  • Taverns have tech trees that allow the tavern owner to specialize and upgrade specific bonuses and services provided by the business.[504][503]
info-orange.pngחלק מהמידע הבא לא אושר לאחרונה על ידי המפתחים וייתכן שלא נמצא במפת הדרכים הנובחית של הפיתוח.
  • There may be quests that can only be gathered from player-owned taverns.[503]

Monster coin progression

There is a progression system that levels a player's monster skills based on how often they participate in monster events.[505]

In Ashes of Creation a large portion of world events revolve around the environment reacting to the player. This means that as players are exploring the world and developing civilization around them the environment is responding to this encroachment by spawning dynamic events and creatures to attack those developing cities. These events occur in 3 different types: the Legion level the Elite level and the Epic level.[506]Steven Sharif

As nodes advance, so does the scale of the monsters.[507] There are tiers of events denoting the caliber of the monsters being spawned.[508]

  • The tier of the monster coin dictates how powerful the monster is.[509][510]
Q: Will World bosses like the like Tumok take part in the NPC sieges on nodes and will players be able to use a monster coin to play as one of those world bosses in an event?
A: That is the intent, is that we will have varying quality of monster coins available creatures like Tumok may participate in certain atrophy events or other types of events; and if you have the very rare and legendary type of monster coin that's available to be used on a creature type like Tumok then yes, you could inhabit him. That's the intent of the system.[509]Steven Sharif

First-time user experience

A first-time user experience system is expected to be implemented during the beta testing phases.[511]

The first-time user experience is something that's going to have a lot of love and attention during Betas, but is not going to have much attention during Alpha-2. But it is intended for us to have a very in-depth first-time user experience to introduce players to the number of different systems. They're not going to be super in-depth. We don't believe that first-time user experiences should handhold players through all of the processes and reveal the world, so to speak, but just to give them a shallow touch for these systems so that they understand the concepts and essentially how to navigate.[511]Steven Sharif

Mentor program

info-orange.pngחלק מהמידע הבא לא אושר לאחרונה על ידי המפתחים וייתכן שלא נמצא במפת הדרכים הנובחית של הפיתוח.

There will be a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.[409]

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 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. We want that to be something that makes sense for them in a progression standpoint.[513]Steven Sharif
The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[512]Steven Sharif

מאזן המשחק

The way that the systems are being designed from a balancing standpoint we're taking into account how we would like the nodes to change per-se how often and we've designed attrition systems for certain cultures that may have more dominance over others. These are things that in Alpha and Beta we will be testing and watching and making sure that our objective is achieved from a gameplay standpoint and if it's not we'll come back and recalculate.[514]Steven Sharif

Siege balance

There are points of balance that we want to incorporate, such as the defense mechanisms that the defenders have, the types of buffs that are acquired through completing killing the bosses, or capturing control points, the stages before a siege when it comes to those node progressions in the preceding weeks: Those are all going to be balanced considering all things being equal between the two sides. But obviously we're not going to control the state of gear acquisition that one side might have as an advantage over the other. There might be a much better geared team over there. There might be a much better coordinated team. There might be a higher number of individuals who are part of the attacking or the defense. Those are components that we aren't necessarily going to put on railroads so-to-speak. But the aspects of design that we can talk about like the hit point health of a particular wall or door, or mercenaries that can be hired; what's their cost, what's their damage output: Those are things yes we're going to balance. But obviously anything that's player dependent or that has player interaction and activity and determination you can't always balance; and you don't want to balance. Those aspects you leave those to the players.[515]Steven Sharif

Class balance

There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[518]Steven Sharif
Balance-wise, there's a number of different interactions mechanically that you have within an ability that you can adjust in order to balance its power. The most most common ones are: Cooldown, Mana consumption, Damage done, Effect status conferred, Promotion of that effect status, Range.[519]Steven Sharif
When we move into Alpha 2 and we have a lot of data that's supporting the use of these particular abilities in combat settings, how often they're used, how often they result in death, what the average damage done by this archetype is comparatively to other damage done by different archetypes: All of that data gets logged and all of that data gets queried in order for us to refine the abilities so that they live in the environment we want them to. Now, that's not to mean that we're going to have a perfect balance across the board between the archetypes. Again, we're taking a rock-paper-scissor approach to balance, which means that some archetypes will do better against other archetypes and vice versa; and we're also not creating an environment where we want to have 1v1 balance. We are focused around group balance. Group composition is important.[516]Steven Sharif
info-orange.pngחלק מהמידע הבא לא אושר לאחרונה על ידי המפתחים וייתכן שלא נמצא במפת הדרכים הנובחית של הפיתוח.
Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[517]Steven Sharif
Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and bridge the divide slightly; and then move my identity that direction ever so slightly.[525]Steven Sharif

Power creep

The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[431]

קרא עוד...

Meta

A goal of Ashes of Creation is to emphasise micro metas that work for specific encounters, and de-emphasize macro metas that work for everything.[526]

What we're doing with this approach is we're de-emphasizing a macro meta and instead emphasizing a micro meta. And the difference between the macro/micro is that on the micro level you have metas that might form based on each individual type of encounter or experience. And in those senses, yes, there's going to be a most optimal: There's going to be a best in slot. There's going to be whatever that pertains to that particular challenge rating. But there won't we there will not be an overarching meta that says from a macro level, hey, if you got this shit, you're good to go for everything. That's boring, that's unfulfilling, that is not interesting; and it is just something that that dumbifies the experience.[526]Steven Sharif
  • Increasing difficulty ratings inspire more of a traditional vertical power progression that is common in other MMOs.[164][429]
Oftentimes you just have a very vertical power scale and that determines chase, but when you have a variety of relevance across certain types of adversaries and that variety changes over time because of player activity- and then that affects the economy and the crafter system and who was producing what for what demand- and everything gets shaken up. That's a very fun environment to exist in. It presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[429]Steven Sharif
  • The intricacies of how nodes interact with predicates in the world means that it may be possible but difficult to achieve meta server builds.[527]
Q: Do you have any concerns on players eventually discovering a meta server build with nodes due to players heading to specific nodes and regions because they find that content more enjoyable; and if so how would you go about getting players to shift around the world to break up the meta?
A: I think it's interesting if players have a concerted effort across a server to interact with one another, learn from their actions, mistakes, successes, and effectuate that on the server. That's interesting, but I don't believe we'll see a meta form. I think that the intricacies are too great when it comes to how predicates are formed in order to elicit world state changes.[527]Steven Sharif

Synergies

Synergies exist between class skills, weapon skills, passive skills, proc effects, and status conditions.[528][529][434][435][436][437][438][439][440][441][432][442][443] These synergies also apply to active skills from other characters.[528][530]

Q: How much do you intend for those sort of synergy things to be done within one class, one character's kit, versus how much do you intend for them to be working with the other characters, the other archetypes and specializations to promote their things, or to also make sure you don't step on their feet and accidentally promote something they're trying to maximize?
A: When we talk about status conditions or keyword conditions and the promotion of those effects, there is going to be the bread and butter that each class kid has access to; and when they're creating the type of rotation with their ability system, they're going to want to emphasize those interactions that amplify or promote a particular type of status condition. So they'll have within the kit to their own interactions that they'll be able to leverage. But then in addition to that, they're going to have keyword status effects that help to either promote other classes' keyword status effects, or are the executed promotions of other classes initial status conditions. And when you think about the intent of the design: the intent of the design is that players are servicing themselves from a solo perspective when they want to go out and solo grind and solo experience and fulfill the quests. But when they come together to form a party to encounter group content, or a raid to encounter raid content: that the interconnectivity between those classes synergizes with these keyword promotions and/or effects; and there's a way to execute on that, that is successful and is effective, or a way that's not. And that's the skill ceiling/skill cap that requires interaction and cooperation and synchronization between, because there are limited time windows in which those keywords can get emphasized or executed upon when utilizing the ability.[528]Steven Sharif
When you think about it, it's very much a musical endeavor. When you think about a symphony or a concert, those instruments working with eachother to formulate this highly effective and very visceral experience of this music chain. When you accomplish that in combat, it's going to be noticeable; and that's the desire, is let's reward- let's dopamine hit when players are effective in their skill when executing on these ideas.[531]Steven Sharif

Payment model

Box cost

There is no upfront box cost associated with Ashes of Creation.[532]

Nobody should feel that they have to back the project to see it come to life. It's coming to life regardless of that. You do it because you want to support us and that's fine; and if you don't want to, that's also fine as well. We want to hear your voice and we want you to be part of the community, so that's a very important aspect. Nothing we offer in the pre-order packages are power driven. They don't give any competitive advantage to an individual who backs the game.[533]Steven Sharif

Subscription model

Game time was previously purchasable in חבילות להזמנה מראש.[534][535]

This allows us to avoid the pay to win mentality many free-to-play games employ, as well as maintain a steady flow of new content for all our players.[536]

Ashes of Creation (the MMORPG) is a subscription-only game with no box cost.[536]

Certain regions will have "harmonized" subscription prices that better reflect their local economies. Harmonized regions will be segregated from other regions.[539]Ry Schueller
  • Subscriptions will begin at launch or, subject to change, a user may be able to choose to activate their subscription to start at a particular point in time.[544]
I think a sub cost provides both the barrier of entry to prevent, some not all, but mitigate some gold selling bots and whatnot because there's a cost associated with playing the game, but it's also not too high that it gets on the greedy side or prevents a lot of players from participating and trying the game; and then if the game is good then people will continue to subscribe and that subscription provides funding and revenue for the developers to continue a significant content creation and expansion rollout for the game.[347]Steven Sharif
There is no P2W in Apocalypse or the MMORPG![547]

הרחבות

DLC expansions (post-launch releases) are planned on a monthly, quarterly, or six-monthly basis.[42][43]

  • The frequency and size of expansions will be based on the popularity and subscription base of the game.[42]
  • New content will primarily be introduced through the node system. The goal is for existing content to remain relevant alongside the new content.[551]
  • Expansions provide an opportunity for the developers to evaluate ways to unlock content that was not readily experienced by players in the previous release.[552]
Each inflection point, which is those updates as expansions... you get to go back reevaluate. Hey, it seems like 89% of the servers out there never opened this door. Well, maybe the predicates were too granular. Maybe they were too focused. Maybe there's a reason why that didn't happen? Let's expand on that for the next expansion so that this content has an opportunity to come out and see the light of day.[552]Steven Sharif

Pay to win

Ashes of Creation will not be pay to win.[553][347][554]

Ashes of Creation will not be pay to win, that is our pledge to the community. One of the core principles we set forth with Ashes of Creation is a very strong desire to maintain the game's even playing field.[554]
A lot of developers and companies have come along in the past- and I've been hit by this too- and they've said we're not going to have pay-to-win and then boom they roll out some pay-to-win. We have consistently said we won't be pay-to-win and in the pre-orders that we provide and even in the Kickstarter there were absolutely zero pay-to-win components whatsoever. So not only will we talk the talk but we will walk the walk as well.[347]Steven Sharif
Because we are a non-box purchase game, meaning there is no box price to play Ashes of Creation, it is only a subscription; and that's beneficial because it reduces the barrier of entry and we want a high population obviously; but at the same time one of the ways we augment the revenue flows to sustain constant updates and new chapter releases and additional content within the game is through a cosmetic-only marketplace; and that means absolutely no pay-to-win whatsoever; and that will be adhered to forever.[553]Steven Sharif

אחסון slots, RNG loot boxes and XP potions are considered pay-to-win.[555][556][557][558]

We will not use a loot box system for cosmetics either. We currently have a cosmetic store that offers limited time, limited quantity items to help sustain game development. These items are purely decorative and do not offer any in-game benefits.[555]
My definition of pay-to-win is really anything that affects the in-game economy, the in-game action pool, your abilities and/or skills... In my opinion the inventory slots and the XP potions would be considered pay-to-win.[557]Steven Sharif
  • Items sold in the store that are also obtainable through gameplay are still considered pay-to-win.[561]
It undermines an achievement when you remove the need to achieve it.[561]Steven Sharif
Q: Will there be RNG boxes?
A: I dislike RNG. Archeage made me loath rng monetization gimmicks.[558]Steven Sharif

Publishers

Intrepid Studios will self-publish Ashes of Creation in the NA (North American), OCE (Oceanic) and SEA (Southeast Asia) regions.[562][563]

We have learned a lot from our partnership with MY.GAMES, and we wish our friends there all the best as we have mutually decided to part ways. Looking ahead, we’re excited to announce that Intrepid Studios will be opening European offices in Amsterdam to help support our publishing operations in the EU/CIS regions. We have recently posted open positions for our new EU offices, and look forward to hiring the best and brightest in true Intrepid fashion.[564]Steven Sharif

The Ashes of Creation MMORPG will not be published on the Steam platform.[565]

NFTs

Intrepid Studios does not plan to introduce NFTs or any other type of play-to-earn mechanics into Ashes of Creation.[566][567]

To be really clear, we have no plans to have NFTs in Ashes of Creation, or any other "play-to-earn" mechanics.[566]

Cosmetic store (micro transactions)

Ashes of Creation cosmetic store.[568]

There is going to be legendary cosmetics that can be earned and achieved in the game through the game systems, but that's going to take a significant amount of effort and work; and those cosmetics are going to be on-par with the cosmetics offered in the marketplace... What that does is it provides additional revenue to the company so that we can continue to fund the development of content as well and bridge the divide that not having a box cost would have and not having any pay-to-win mechanics whatsoever.[347]Steven Sharif

The חנות קוסמטיקה enables players to purchase קוסמטיקה for use in Ashes of Creation.[210] The cosmetic store offers limited time, limited quantity items to help sustain game development.[345]

Nothing in our shop will ever be pay to win as we believe this practice greatly hurts the MMORPG genre.[343]

  • Cash shop cosmetics will offer a diverse selection of unique looks.[348]

I want to incentivize purchase in the cosmetic shop for sustainability of what expansions we have intended, since we are not a box cost. I want to incentivize purchase by offering limited items: limited time, limited quantity, so you have confidence that when you purchase them, they won't be offered later on in some other way.[345]Steven Sharif

I don't want cosmetic items that can be purchased from the market to be transferable... because it is in a way a transfer of money for potentially something in-game.[569]Steven Sharif

חזות

Cinderhorn Steer pre-order pack cosmetic mount skin.[570]

Providing these limited options that collectors out there like when it comes to achieving and/or purchasing cosmetics. It means something I think when players make that decision to purchase or they go through the rigorous portion of achieving those things in game that it is not just everywhere around them and becomes meaningless at that point.[553]Steven Sharif

Accessories/armor, Buildings, קרוואנים, יצורי רכיבה, Pets, and ספינות sold in the cosmetic store are skins.[571][572][573]

Owning cosmetics does not guarantee the acquisition of the item the cosmetic can be used on. Players must still achieve the corresponding item/building.[574]Steven Sharif
  • The lore on store cosmetics is flavor text.[340]
  • The best skins will be in-game achievable.[580]
The best skins will be in-game achievable (obviously “best” is subjective, so I’d say the most ornate and detailed/unique).[580]Steven Sharif

קרא עוד...

Artistic style

Ren'Kai architecture concept art.[581]

Part of the biome that the Ren'Kai are accustomed to is a more swamp or marsh oriented, so they have these almost stilt-like foundations on some of the assets because they're intended to sit above that marsh.[581]Steven Sharif

Ashes of Creation will have a higher graphical fidelity than most western games. It will not be too stylized or "cartoony".[582]

We can push the limits a little bit on the graphical fidelity, especially using Unreal Engine 4... My desire was not to see very cartoony games. I'm not a big fan of highly stylized art.[582]Steven Sharif
It's not to say that people can't do steampunk well. I've enjoyed some steampunk stuff. I'm a very high fantasy oriented type of storyteller; and the inspiration for Ashes obviously comes from my pathfinder campaigns that I ran long ago; and those are always set in a high fantasy world. So it just compromises what I believe is the perspective of the storytelling in the environment.[583]Steven Sharif
We do not use AI for production, except in unique internal cases when communicating fast reference material.[584]Steven Sharif

Artistic influences

Asian influenced Ren'Kai architecture.[585]

Character races are super important. These are the choices that we make at the onset of our adventure in an MMORPG: what race- not just mechanically aligns with our decisions, if those races have game mechanics behind them from a stat perspective, but visually and culturally and historically: What are these? What do these races represent? So it's important that visually they're distinct. And everyone's seen fantasy games do Elves, so everyone's seen them do Humans, everyone's seen them do Orcs: There's an established expectation almost behind what these traditional fantasy races represent; and there's a risk, because whenever you're creating a new IP or a new story or a new world- a new Universe; a realm in which things don't have to always be the norm, you can take a little bit of creative liberty to redefine some of the aspects of a particular race; and that can be a good thing, because it's something that is new to players. It's something that is unique to the realm that we're building- the surroundings that you have. So what we wanted to do was push a little bit more on the unique side of what the Py'rai would look like from a visual perspective.[586]Steven Sharif

You will see in the different races that are available from a player character standpoint a lot of different influences that reflect many cultures in the world: Not just European, not just Africa, not Mesoamerican. These cultures are going to be present in many of the races.[596]Steven Sharif
The idea is just to find a base component in the real world as a starting point and then to begin to fantasize.[587]Steven Sharif

Cultural references

There will be real-world cultural references, particularly with regards to real-world holidays and historical events.[597]

  • These won't be out of place in terms of immersion. They will be homages.[597]

ESRB rating

The aim is for Ashes of Creation to have a T for Teen rating, but it may end up having a M for Mature rating.[599]

  • There may be an option to turn off blood and gore in the game.[600]
  • There probably won't be swearing in quests.[601]

The antagonists in this game are definitely dark... We're not going grimdark at all, but there are parts of it that get that way.[601]Jeffrey Bard

Game difficulty

Ashes of Creation will be on the higher side of difficulty when it comes to engagements.[602][520][603]

Adventuring is not easy in Ashes... The intent is that encounters are difficult. The world is dangerous. It is not a cakewalk to progress within Ashes.[602]Steven Sharif

Learning curve

Ashes of Creation will be easy to understand yet hard to master.[604]

My stance on participation trophies is that things should be hard, people should fail, the bitter taste of defeat is what makes success that much more rewarding. Helping other players learn encounter strategy, and fine tuning their play style for high end content is an important part of eliminating participation trophy. Growing together is a good thing, and that include failing together as a means to drive for success together.[605]Steven Sharif

Target demographic

The developers want Ashes of Creation to appeal to both younger and older generations of MMO gamers.[606]

I think our target demographic, obviously we have a very high graphic fidelity in the game that's attractive to younger players, but at the same time we have a very roleplay game orientation - a a play back to that pen-and-paper Dungeons & Dragons feel that perhaps younger generations may not know but is very near and dear to the hearts of older gamers. So I think we have a broad appeal from a demographic standpoint.[606]Steven Sharif

Player types

Ashes of Creation will cater for a variety of player types from Raiders or PvPers to Role players and Crafters.[607]

The most compelling design argument for how those different sects of gamers interact with each other is dependant from the design standpoint of interdependencies in the systems. So, for example if as a Raider or as a PvPer you're looking for the best gear, you're going to devote your time towards leveling up and going out and participating in the things you enjoy like pvping, perhaps going for caravans or sieging cities and castles and all that type stuff. If you want the best gear, you're going to have to rely on a person who's devoted their time towards crafting potentially; and they may not be a PvPer but they have a place in your wheelhouse because you need their services. And then that crafter is going to need a person who is either a gatherer or plays the economy as a merchant in the nodes with the auction houses that are regionalized. They're going to have to work with a person who specializes in trade that takes caravans with either mercenary groups or other guilds that are PvPers between the nodes to get the resources they need. Building dependencies on different groups or factions of players that exist within a large world like this MMORPG is what solidifies the bonds that allow for them to exist either harmoniously, or at least in a way that they know you need those types of players.[607]Steven Sharif

Casual vs. hardcore players

The multiple progression paths in Ashes of Creation are designed to suit different playstyles and offer different "lanes" for players depending on the time they have available to play.[385][391][392][386]

  • Some progression paths will be more immediately achievable, which are more suited to casual players.[391]
    • Triggered events such as cravans and sieges will allow casual players to participate in impactful events without significant time investment.[608]
    • Lower level characters will have usefulness in mass combat that does not depend on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[418]
There are events that are happening in the world in the game that you won't need to be a hardcore player to impact and join. For example, the triggered events from the PvE standpoint against the cities; the trades of the caravans; those natural battlegrounds that exist; the castle sieges you can login for. There is a lot of systems that are at play where a person can simply log in, participate, have fun, be impactful and then log out.[608]Steven Sharif
  • Other progression paths will require a significant time investment, which casual players will take longer to achieve than hardcore players.[391]
    • The contribution of a large mass of casual players working together may have a greater impact on node progression than hardcore players. Hardcore players may be able to progress into to late-game content faster than casual players, but may lack the numbers to influence the nodes in those locations as quickly as the larger population of casual players.[391]
Traditionally in MMORPGs you're going to see a larger population of casual players than you do of hardcore players; and that's just the way the cookie crumbles from a population standpoint. And because of that and the way that nodes collect experience and advance as a result of player activity, those casual players will actually have more impact on node progression than the hardcore players will: at least as I predict, because of the sheer quantity disproportionate between the two different groups of people... You may see in Ashes the smaller hardcore group of players progress further into the late-game content, right. But they don't have the numbers to influence the nodes in those locations as quickly as the more casual... larger population has near the outskirts.[391]Steven Sharif

Solo players

Ashes of Creation provides gameplay options for solo oriented players.[610]

For those solo players who don't really care about finding a community to play with but they want to have one when they need it, there's going to be a lot of opportunities from a dialogue perspective, in-game chat options; you can join as part of citizenships: there's a lot of pseudo factions there- social organizations that give you an in to other players without the strong bonds that typically come with guild-oriented organizations; and I think that that's a comfortable medium between the two.[610]Steven Sharif

Open development

Intrepid Studios has embraced an open (transparent) development approach, rather than sharing information through carefully curated press releases and announcements.[613]

Player feedback is important, however the identity and the vision of the game is not up for discussion; and so when we talk about the core systems and tenets and philosophies behind what the game that we're trying to make is, we believe that the game we are trying to make resonates with a large enough section of the MMORPG player base that it is a sustainable and profitable venture for us to create that core game. Now, the ancillary systems that live around the core philosophy of Ashes of Creation, or the subtleties and what we need to do in order to make a particular system or feature better... that we want to collect player feedback.[46]Steven Sharif
  • Some game aspects will be more polished than others before they are presented.[614]
The delicate blend between a transparent development process, but also understanding that [the] majority of your player audience will not grasp, or will not take into context, what a work in progress looks like. So certain things we have to polish to the point where they're presentable; where they can be understood- again in its own context without my verbal support or Margaret's verbal support.[614]Steven Sharif
I think that we live in an age where it's easy to be transparent if you're not trying to hide something. The downside is if you're showing something that's not a completed or finished product, it is incumbent upon the viewer to understand that fact.[613]Steven Sharif
  • The purpose of transparent development is to enable participation and feedback from the community without the need to purchase access.[533]
The whole purpose of our development process being transparent being open is that you don't have to buy a package actually to participate. You can be a voice from the community. You can observe people playing. You can give your experiences and feedback.[533]Steven Sharif
I don't answer to a board. I don't answer to a publisher. We answer to our players; and we try to be as transparent as possible with showing our progress; and showing it in a timely manner.[615]Steven Sharif
  • Certain aspects of the game will not be revealed early to avoid spoilers.[616][617]
There are obviously going to be some aspects of the development that we will not reveal, like lore and some system mechanics in order not to spoil the game for release.[616]Steven Sharif

Localization/Translation

Ashes of Creation is aiming to be available in the following languages: English, French, German, Russian, Italian, Polish, Spanish, and Portuguese.[618][619][620][621]

The current plan is for Ashes of Creation to be available in the following languages: English, French, German, Russian, Italian, Polish, Spanish, and Portuguese. Although this may not be the final list of languages we support, we are still looking at which other languages into which the game may be translated.[618]

info-orange.pngחלק מהמידע הבא לא אושר לאחרונה על ידי המפתחים וייתכן שלא נמצא במפת הדרכים הנובחית של הפיתוח.

שרתים won't be language locked.[620]

  • There may be separate servers in the EU region based on language type.[619]

Platforms

Ashes of Creation will be released on the Windows PC platform.[624][625]

Q: Will the upgrade to UE5 affect the supported systems? A lot of people are like linux question mark.[624]
A: It's something that we'll evaluate in the future. I haven't ruled it out necessarily- would see how much work it would take to do that, but really like less than one percent of the player base is using Linux.[624]Steven Sharif

Performance

Performance optimization when rendering 1300 simulated actors utilizing merged materials and meshes in Unreal Engine 5 Nanite.[627] This test was confirmed post-stream to be running on a RTX 3070.[628]

What you're seeing here showcases the new modular appearance component which can combine any set of meshes and materials into a single mesh and single material at run-time. What you're looking at is over 1300 different entities, different actors. These are simulated players essentially. Previously you saw the example they were just standing still. There was no animation, there was no effects, there was no environment and it was a thousand. This is thirteen hundred playing animations, playing effects, plus the environment which is Nanite in this example. So what you're seeing is all of these players moving around and doing something and you're seeing the frame rate at about 30 on Clayton's rig.[629]Steven Sharif

Here you see that the FPS in the top right corner is like seven or eight on average, so not too good from a rendering perspective... So by merging now you can see that the same thousand players who are wearing the same armors as previously are actually having a 300 percent increase- 300 to 400 increase- in the performance of the of the FPS. So it went from 7 to about 21 on average and that is a significant optimization point that obviously this is just the beginning of the optimization efforts.[630]Steven Sharif

Ashes of Creation was performing at 50-60 FPS on a 1080 Ti during early בדיקות אלפא-1.[631]

  • A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[221][222][339]
I think you guys will agree with me here that effects now are, as opposed to where they were in Alpha-1, we've taken into account what people's feedback were, although it was always the case we were going to address them; and we've implemented them in such a way where they're more conducive to large player battles.[632]Steven Sharif

Alpha system requirements

Alpha-1 stress testing, March 17, 2021.[634]

These are fully operational NPCs. They have behavior trees, they have AI blackboards; they are functioning as an NPC would; and to my surprise, to everyone's surprise actually, the server handled it quite well: 5000 entities all within a very dense area.[635]Steven Sharif

Minimum and recommended computer specifications for אלפא-2.[636]

Minimum Specs - 1080p
  • Processor: Intel i5 8400 | AMD Ryzen 5 2600
  • Memory: 12GB
  • Graphics: NVIDIA GTX 1070 or equivalent
  • DirectX: Version 12
  • Network: Broadband Internet connection
  • Storage: 100GB SSD Storage
  • Windows 10/11
Recommend Specs - 1440p
  • Processor: Intel i7 8700 | AMD Ryzen 5 3600
  • Memory: 16GB
  • Graphics: NVIDIA RTX 3070 or equivalent
  • DirectX: Version 12
  • Network: Broadband Internet connection
  • Storage: 100GB SSD Storage
  • Windows 10/11
Please note that these requirements will change throughout our testing phases.[636]

Unreal Engine 5

Unreal Engine 5 walkthrough.[637]

Lumen has done a great job in really bringing to to life this area. As you can see, there's light bouncing off of the surfaces and casting into the rest of the cave... I love how you can also see the detail in the costume and the cloth that we have now.[637]Steven Sharif

unreal-engine-logo.png

Unreal Engine 5 is the graphical engine for Ashes of Creation.[637][638] The game was originally developed in Unreal Engine 4.[639] Migrating to UE5 early is expected to save time the long run compared to upgrading closer to release, or post-release.[640][641]

What it provides in my opinion as person who enjoys PvP is it adds additional dynamics to what is possible from your opponent or from yourself. You know, if there is a ledge and jumping off that ledge is going to deal a lot of damage to me when I hit the ground and that puts me at a significant disadvantage, maybe I have an option to jump off the ledge at a point where I can mantle onto the side of a cliff or something. Now the give and take there is I won't be able to use my skills while I'm mantled. I won't be able to react easily, but I didn't have to take the fall damage per-se. Or if there's an obstruction and I'm going to take a significant reduction in speed so that I can crouch and make it past that, and now I have a effective line of sight has been obstructed as a result of that decision. I think it adds interesting elements to the battlefield and the key here is going to be making sure that it's not cumbersome- that it doesn't feel opposite of the flow of combat.[644]Steven Sharif
Lumen is going to greatly improve the visual fidelity and performance of the game with the reduced work and effort that's required by the art team, making Ashes of Creation much more beautiful than in UE4.[646]Steven Sharif
Nanite brings us really an entirely new approach to rendering and art workflows. Now we can render more actors with extremely high detail while eliminating the need to bake out normal map textures. For artists essentially what this means is that they can import high quality sculpted meshes directly into Unreal 5 without really having to reduce the poly count, making the workflow more efficient while simultaneously improving the quality of the art.[649]Steven Sharif
  • Features (such as World partitions and One file per actor) make it much easier for multiple developers to work together.[640]
    • World partitions also enable Unreal Engine 5 maps to exceed the map size constraints of UE4 (~20 kilometers squared).[640]
Q: How does this upgrade to UE5 affect the Ashes of Creation release timeline?[640]
A: While UE4 is a great engine, there are certain focuses and technological endeavors that Epic is doing on UE5 that won't necessarily be supported by UE4; and we want to make sure given the lifespan of Ashes and how long we intend this MMO to last, that when we made this decision early on during the development process that we weren't going to exacerbate the amount of effort it would take to move over later in the lifespan or after launch.[640]Steven Sharif
  • As of January 24, 2022 all teams have moved over to Unreal Engine 5.[653]
    • The developers were able to transition to Unreal Engine 5.1.1 in February 2023 as part of milestone 4.[654][655][656]
    • The upgrade to Unreal Engine 5.2 was completed. The developers expect to start upgrading to 5.3 around the end of 2023.[657][658]
    • At some point the developers intend to stop updating Unreal Engine until post-launch. This decision will be based on careful consideration of potential delays and other risks.[659]
Q: What is your stance in regards to focusing on delivering an MVP versus continuously upgrading your tools and engine to deliver a better product with new tech, even if that results in delays or additional years of development like UE 5.2, maybe 5.3 etc?
A: Our technical teams, especially our network team, our ICS teams, our gameplay engineering teams, they convene and weigh when our next update should be on the engine side: What new technologies might bring benefit overall. My perspective on how we balance the need for integration of new technology versus the responsibility we have in a timely manner to provide testing sessions that get us closer to the launch date; that's a delicate balance. I would say generally our disposition is not to incorporate new technologies that yield some significant amount of delay on the development side. We very much take the perspective that we're capable of adjusting and/or integrating those new technologies post-milestone, post-launch if necessary. At some point we'll stop updating the Unreal Engine in development until launch. That point hasn't come yet, but of course the larger the project grows and on the more custom we make the engine for our back-end needs; and for whatever else merge conflicts can occur- those mergers can become big and painful; and the update process gets more painful. So to answer your question shortly, we have a team that evaluates what direction we need to take there; and at the top of my mind is always, let's not incorporate delays as a result of leveraging new technologies.[659]Steven Sharif

שרתים

The world will be the same on each server, but צמתים will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[660][661][44]

To answer your question about "what stops all servers from from progressing the same nodes," the answer to that question is "other players." Certain content is locked behind different nodes that develop. If we assume that at some point all of the information regarding node progression is available, not all players on a server may agree on what content they want access to, or that they want other players to have access to. Even if a certain perks from node progression are considered "best value" to players trying to solve a node meta, that doesn't mean all players on a server benefit from that in the same way. Because of this, some players make act against your best interests, because it isn't their best interest. Nodes define (and redefine) the world around you, influence points of interest, world quest lines, story arcs, drop tables, resource pools, and even spawn tables for NPCs and bosses. The cycle of nodes leveling and triggering events is something we expect to see play out in a variety of different ways, across different servers, based on how players choose to play Ashes of Creation.[660]Ry Schueller
  • There will be a multitude of servers located throughout the various regions of the world.[663]
    • Server selection will show the region where the server is located and/or the ping to that server.[663]
With regards to live launch when the server's go live, you'll be selecting a server to play on; and that will be your character's home; and that server you'll be aware of where that server is located usually by either a ping or a region that's notated on next to the server.[663]Steven Sharif

Regions

Ashes of Creation will launch with the following server regions:[666][667]

At this stage we do not have numbers on how many different servers will exist for different regions. We've said in the past 8-10,000 concurrent users per server is what we'd like to aim for. Obviously, the number of servers that exist in a region are going to be dependent on the population that's playing.[673]Steven Sharif

Other server regions will be considered based on interest.[668][667]

  • South America is under consideration due to traffic from that region.[674]

Once we get closer to launch we'll update this information, which may include additional regions.[668]

Certain regions will have "harmonized" subscription prices that better reflect their local economies. These regions will be segregated from other regions.[540]

  • Players will be able to make characters on any server they wish. There will be no region locking (outside of harmonized regions).[541]

Folks have always been able to make characters on any server they wish. We are not region locking anyone.[541]Margaret Krohn

אוכלוסיית השרת

Population limits will be enforced on each server.[675]

  • Around 8-10k concurrent users per server is projected.[676][673][677][678]
  • Initially there will be a limited number of registered accounts (approximately 15,000) per server to help mitigate login queues.[679]
    • This limit will increase over time to around 50,000 registered accounts per server.[679][680][681]
  • There may be queues to get into high population servers, but the aim is to avoid excessively long queues.[681]
  • The developers intend to carefully manage server populations via the use of character creation throttles to avoid the need to merge servers.[680][79]
  • The developers may occasionally release stats relating to server populations and archetype/class makeup, but there isn't going to be an official page that surfaces this information.[664]

Server history

info-orange.pngחלק מהמידע הבא לא אושר לאחרונה על ידי המפתחים וייתכן שלא נמצא במפת הדרכים הנובחית של הפיתוח.

The history of each server will be tracked and visible to players in a node's library.[683][684]

  • This design may have changed.[685]
We're gonna keep track of the history of the world so that we can tell people the story up to the current day. A player who's brand new, who's come in at the six-month mark can take a look at each server, what each server has done, how each server has tackled the storyline; and they can decide for themselves what community they want to join; what version of the world that they want to take part in.[684]Jeffrey Bard
  • Scribes may be able to collect and record information about the events of the world as they see it from their point of view.[686]

Server instancing

There won't be server channels (sharding) on a server.[687][688]

Server types

  • There won't be separate PvE and PvP servers but some servers may be more PvP focused than others.[133][134][138]

Server transfers

Server transfers, outside of server merges, will not be possible initially.[690][442]

  • The developers intend to assess the impact on housing and other systems closer to launch.[442]

Esports

Esports is not the main focus of Ashes of Creation, but the game may move in that direction if the gameplay is compelling, competitive, and fun.[692][693]

What I would say as an MMO player is Esports tends to miss out on a core element that's unique to MMORPGs, which is progression; and it's difficult to represent that progression in the traditional Esports format that we see with other games and genres today. However, what I will say is that I have participated in some MMOs that have stood up cross-server competitions and I've really personally enjoyed those types of cross-server competitions where you bring the best that those individual servers have to offer with regards to groups, or teams, or constant parties as we like to call them; and you allow them to compete in an arena format, or in a castle siege format. Like that is super cool. I love that server versus server type of competition and I think that's where there is a potential to do something interesting with regards to Esports and the MMORPG genre.[692]Steven Sharif

Voice acting

  • Narrated quest lines are not currently planned for launch.[694] It has been stated that adding voice acting into the game at a later point will be a fairly cosmetic change.[694]
Is it difficult to add voice acting later? No, it's definitely not... It's a fairly cosmetic change.[694]Steven Sharif
  • The use of AI voice acting is under consideration.[697][698]
I think that some of the technology and the advancements that we've seen, not just within the gaming industry but a broad scope of AI influence, is something that we are keeping a close eye on and we have some plans to investigate and inspect a few of the designs and approaches that we've taken, particularly as it relates I think to this question and AI voiceover potential to influence our narrative loops and how players interact with general AI dialogue; and there is an opportunity there, but it's not one that we have fully explored yet, although it is on the docket for the first part of next year for us to analyze what potential exists from a leveraging standpoint for this new tech; and I would say, stay tuned next year as we give updates. You'll likely see some things, perhaps even in Alpha-2 that could relate to that, we'll see. But, it is something we are aware of and we are keeping close tabs on how to integrate and leverage as part of Ashes.[697]Steven Sharif

Music

Ashes of Creation's Lead Composer is Bear McCreary. His music will be unveiled in אלפא-2 and בטא-1.[699][700][701]

Our current music is placeholder. We are working with Bear McCreary for our official music which we plan to unveil during Alpha Two and Beta One.[699]
  • Biomes and POIs will have specific musical themes associated with them. The presence of certain story arcs may weave layers into the theme for that area.[703]
If we're talking about biomes and we're talking about POIs: each of those will have distinctive themes that are associated with them. So when you're out in the wilderness, or you're out at a specific POI, those will have soundtracks that will play. As well, each of those systems will encompass a layered effect that can reflect the stage of certain types of events within an area. So, for example, the POI that is Carphen: that will have a general theme for Carphin that will play as you move into the area, but depending on the effects of a particular story arc we may weave in a layer of the soundtrack that reflects perhaps the voice of the raid boss when she's present.[703]Steven Sharif
  • קרב states may also feature different musical themes.[703]
The soundtrack is going to incorporate either elements of intrigue or mystery or horror that's part of winding through that level to get to that boss, it's building up to the crescendo of the fight. Music is such an important part of setting the scene- the emotional presence of what you are doing in this immersive world. It elicits emotional responses. And we have a great composer Bear McCreary who has worked on God of War, Battlestar Galactica, Outlander, Black Sails; a lot of great franchises and great IPs; and I think he is going to do an awesome job in capturing the essence of what that emotional response should be from a player.[702]Steven Sharif
When we put out any music in our game... we want content creators to be able to create content utilizing our game. So just message us and we'll try to resolve any of those [DMCA] problems if you encounter any.[705]Margaret Krohn

Game masters

Game masters (GMs) will be present and active on Ashes of Creation servers.[706][707][708][709]

On the customer service side, we do plan to have in game GMs. We do plan to service people in the best way possible. And we will grow our service team as much as we need as our player base grows.[707]Margaret Krohn
The direction that I'm taking Intrepid as a company in is that a significant portion of the revenue created by the game goes into not only creating additional content and updates for the game but also goes into I think caretaking, as I like to call it; and that caretaking is multiple things: It's having active and present GM's on servers. It's having a an interacting community team that is always present and on-call for participating in forum discussions and streams and updates.[709]Steven Sharif
  • There will be a standard escalation system, where different actions are taken based on the seriousness of each infraction. Actions could range anywhere from being stripped (of the illegitimate items or currency) to being banned for a period of time, or being permanently banned.[709]
Following a standard approach to an escalation system where certain infractions are immediate and automatic bans and some infractions provide a path forward where action is taken that might ban the account or strip the account or provide some chat bans or the ability to play over a week or so... If you buy gold and depending on the seriousness of the infraction you could go anywhere from being stripped and to being banned for a period of time to being permanently banned.[709]Steven Sharif
  • Botters, cheaters, gold sellers, and RMTers, will face harsh penalties from the GM and community teams.[708][710]
When a player takes their play experience to the point of harassing another player, and doing so on a repetitive basis, in order to diminish their play experience, it is a ticketable offense. If you are following around a streamer or you're following around a player and your intent is to keep them from playing the game or to force them to quit, that is a dirty player mindset. It's a bad player mindset. It's a griefer's mindset. It's not something that's desired in the ecosphere in the community of Ashes of Creation. And as a result, it is a serviceable customer service situation. That is where warnings are given and actions can be taken against the account holder of an individual whose sole purpose is to disrupt and affect negatively the gameplay experience of the game.[707]Steven Sharif
I believe that so far in development we have demonstrated the level of customer service and community engagement that will be on display after our live launch. You are right however in saying that many of these problems that can arise on the fringe of certain systems will require an active GM support team available to address problems that the user base encounters[713]
  • The volunteer moderator program will continue (post-launch).[714]

Security systems

Security systems will be in place to combat cheating, exploiting, botting, gold selling/real money transactions (RMT), item duplication and other things that affect the economy starting from אלפא-0.[715][716][706][717][718][719][710]

  • A broad spectrum of approaches are going to be utilized in order to try to protect the integrity of the game once it launches. Testing of these systems will begin leading up towards אלפא-2.[716]
Security is always at the top of any concern when you have a closed system like an MMO is... We've seen a lot of MMO is launch without security in place and the economy gets ruined as a result thereafter. And every band-aid that's slapped on top of that wound is just making things worse. And so part of why you take the time in order to ensure that things are done correctly is also the security component of things; and that's where testing with a live audience is a bit different also than testing with a Q&A audience as well, because you're going to get those bad actors- and we call them bad actors because ultimately they're attempting to destroy the fun for others... So what we've done is we've hired some security experts who've worked on massive other MMOs like World of Warcraft and other games, and they bring with them lot of experience; and we're going to be testing that in leading up towards Alpha-2. It's a very important part of Alpha-2. It's not something that we really addressed with Alpha-1 because again, that was a much more barebones functional testing experience. We did see some issues during Alpha-1 and we made it important for Alpha-2 to test those systems. We have a broad spectrum of approaches that we're going to be utilizing in order to try to protect the integrity of the game once it launches.[716]Steven Sharif
  • These systems collect user data and flag abnormal activities for investigation. This combined with player reporting functions generates a live "heat map" that draws attention to unusual behavior.[715][706][717][710]
We do have already built into the game on the outset is essentially behavioral metrics. So in the game, as a player does normal things and they acquire normal gold, that's all good and well, but if there starts to be item IDs that appear on the player account that are out of the norm, like either a large amount of gold, or significant legendary items, what it does in the back-end it flags the account for view so that we can take a look at where did this item come from. Is it coming from a known gold seller or a flagged bot, or whatever; and then we investigate. So we're going to be pretty hard on the ability for players to subvert the natural economy systems by RMT or botting.[717]Steven Sharif
  • Botters, cheaters, gold sellers, and RMTers, will face severe penalties from the active GM/community team.[715][720][708][710]
It's important to note that there is a sanctity that must be protected within the game from RMTing; and let me just go into a little diatribe about this: But in games that I've played where the company or the publisher does not enforce rules, it becomes the standard that you buy gold if you want to be competitive. If you want to compete at the top tier levels in certain games, and everyone's buying gold, you almost either have to buy the gold or you're just not going to be able to compete with those people and that's a really shitty feeling to have. Excuse my French, I apologize. That is sucky; and in order for that not to be the case it is the responsibility of the publisher or the developers both to make sure that we have stringent practices from a CS- from a customer customer service perspective- to enforce our rules and to make sure that players are aware if they partake in this there is a huge risk in doing so. It's not going to be a slap on the hand. It's not going to be a "we told you once, we told you twice, we told you three, four, five six times okay. We're just taking some gold away", that thing. We have got to ensure that it is feared to do those things because that ashes has active GMS, it has active customer service, it has an active community team.[708]Steven Sharif

Two-factor authentication

info-orange.pngחלק מהמידע הבא לא אושר לאחרונה על ידי המפתחים וייתכן שלא נמצא במפת הדרכים הנובחית של הפיתוח.

Token-based two-factor authentication (2FA) was expected to be in place for אלפא-1.[721]

Addons/mods

Addons, DPS meters, and threat meters will not be supported.[722][723][724][725]

My decision is not to allow DPS meters nor add-ons. I feel we have adequate measures in place to prevent a majority of potential third party trackers. I know this subject has passionate voices on both sides and I respect the various opinions and positions many of you have expressed.[724]Steven Sharif
  • The developers do not want addons/mods to be necessary to experience the game.[726]
  • The developers believe that DPS meters (parsers) can cause toxicity and other negative behaviors.[723][727][725]
What role DPS meters provide in online communities that I've noticed in the past my experiences: they can be a bit toxic, they can be a bit exclusionary; and that's why we don't want the DPS meters.[723]Steven Sharif
Meters in my opinion are a removal from the game immersion; and what I mean by that isn't necessarily even the fact that having the meter takes you out of the game per-se, but it is- there's a lot of diegetic approach that you can take that doesn't rely on UI elements like a meter to indicate how you should do a thing; and when you're not utilizing those types of meters you can do different types of strategies and encounter design. You can have things that can be more subtle and aren't going to be immediately given away by a meter indicating something; and that's the type of gameplay that we think that I believe we want to emphasize; and for that reason, we're not going to be including threat meters. What we will be including however are animation indicators. We're going to be including ability indicators to show the tank "hey I might be losing aggro here." I'm observing in the world these immersive elements that are not tied to any specific type of UI, but indicate to me that this monster might be moving off to attack somebody else in a very immediate future; and now I should be using the abilities that I'm saving to regain that aggro, or to lock them down with a taunt or something. That to me is a bit more representative of the type of gameplay we want to to bring in our encounter design.[723]Steven Sharif
info-orange.pngחלק מהמידע הבא לא אושר לאחרונה על ידי המפתחים וייתכן שלא נמצא במפת הדרכים הנובחית של הפיתוח.
  • There will be integrations available for streaming services such as Twitch and a few other services, but it's not something that will be exposed through an API just yet.[728]
  • The design of the game API is still under consideration.[729]

Combat logs

There are combat logs in Ashes of Creation.[730]

We will be providing combat data for individual players in their chat window, that players can filter and analyze for themselves. The goal is to mitigate and make the practice less prevalent through the ease that DPS meters provide. Also to place actionable enforcement for players who attempt to circumvent the decision by use of 3rd party programs, for which we will be monitoring.[605]Steven Sharif

אבני דרך

December 2015 First team members were hired.[731]
February 2016 Ashes of Creation design documentation and prototyping.[732][731]
December 10, 2016 Official website was launched and project announced.[731]
January 18, 2017 Official discord was launched.[733]
May 2, 2017 קיקסטארטר crowdfunding campaign launched with $750,000 funding goal.[734]
June 3, 2017 Kickstarter crowdfunding campaign completed with 19,576 backers raising $3,271,809.[224]
June 2017 Game production began with a team size of 15-20.[732]
June 21, 2017 מימון המונים בקיץ campaign launched.[735]
July 22, 2017 Summer crowdfunding campaign completed with 2,485 backers.[736]
September 1, 2017 PAX West 2017.[737][738]
November 4, 2017 Raised $16,500 for Extra Life children's hospitals.[739]
December 15, 2017 אלפא-0 released on schedule.[9]
March 19-23, 2018 Game Developers Conference (GDC) 2018.[740]
April 5, 2018 PAX East 2018.[741]
August 15, 2018 Last day for purchases of אלפא-1 through Intrepid pre-order packs.[124]
August 20, 2018 At Gamescom with My.com.[742]
August 27, 2018 100 developers working on Ashes of Creation.[743]
September 1, 2018 PAX West 2018 panel.[744]
October 19, 2018 Ashes of Creation Apocalypse באטל רויאל (previously called Alpha-1 phase 1 battlegrounds).[12]
November 4, 2018 Raised $20,518 for Rady Children's hospital with Extra Life.[745]
April 15, 2019 60 developers working on Ashes of Creation at San Diego offices (following disengagement with Malaysian art team).[746]
November 3, 2019 Raised $20,901 for Rady Children's hospital with Extra Life.[747]
August 21, 2020 Announced a mutual parting of ways with publisher My.games.[564]
October 17, 2020 Almost 3,000,000 registered accounts for Ashes of Creation.[748]
October 17, 2020 ~87 developers working on Ashes of Creation.[749]
November 8, 2020 Raised $88,546 for Rady Children's hospital with Extra Life.[750]
February 26, 2021 Official ashesofcreation.com website redesign.[751]
May 5, 2021 אלפא-1 sales resumed with the announcement of the Adventurer pre-order pack.[752]
May 17, 2021 Verbal NDA was lifted from בדיקות אלפא-1.[753]
July 9, 2021 אלפא-1 no-NDA preview weekend began on schedule.[32]
July 11, 2021 אלפא-1 no-NDA preview weekend completed on schedule.[31]
July 14, 2021 אלפא-1 no-NDA month long test began on schedule.[754][755]
August 15, 2021 אלפא-1 no-NDA month long test completed on schedule.[33]
November 7, 2021 Raised $34,485 for Rady Children's hospital with Extra Life.[756]
December 23, 2021 Announced that Ashes of Creation is moving to Unreal Engine 5.[637][638]
January 14, 2022 Over 120 people working on Ashes of Creation.[757]
November 5, 2022 Raised $77,939 for Rady Children's hospital with Extra Life.[758]
August 31, 2023 Over 150 people working on Ashes of Creation.[759]
November 5, 2023 Raised $76,964 for Rady Children's hospital with Extra Life.[760]
December 19, 2023 Over 170 people working full-time on Ashes of Creation.[761][762]
March 1, 2024 188 employees working on Ashes of Creation.[763]

Accomplishments

  • Kickstarter's most funded MMORPG.[764]
  • Kickstarter's #7 most funded video game.[765]
  • Most anticipated MMO – MMORPG.com's Best of 2017 Awards.[766]
  • Most anticipated early access hands-on MMORPG – MMOs World.[767]
  • Gamescom 2018: Best Independent game.[768]
  • Gamescom 2018: Best Online game.[768]
  • Best indie MMO of 2020 – massivelyop.com reader's poll.[769]
  • Most anticipated MMO of 2021 and beyond – massivelyop.com reader's poll.[770]
  • Top 10 Best Upcoming New MMORPGs For 2021 And Beyond – Forbes.[771]
  • 2022 Best MMO Studio – MMOGames.[772]

פראנצ'ייז

Ashes of Creation will be a franchise.[773]

Q: Given that you said that these story arcs are a module that get placed into the world, do you plan to sell or release your Ashes of Creation themed TTRPG module for other DMs to use?
A: There's a lot of things I want to do when we launch Ashes. One is, of course, a module that's set in the world of Ashes of Creation. Yes, I would love to release a throwback to the original campaign. It's very different from where Ashes of Creation is today. But I think it's- there's a lot of overlap between gamers who enjoy tabletop RPGs and MMOs and one of the benefits of telling a story through different venues, mediums and systems is that you reach a broader audience, because not all of us like the same things; and I think the story of Ashes is a rich one. And because of that, telling it through multiple mediums is definitely a desire. From a board game perspective, I'm a huge board game nerd. I love playing board games. A lot of us at the office do. I would love to tell the story of Ashes through a board game as well. I would love to tell the story of Ashes through a RTS. I would love to tell it through film and television. There's a lot of ways I think that the story can be told. It doesn't all have to be focused around the return to Verra. There's a lot of different opportunities across the many thousands of years of timeline that Verra's existed that we can tell the story and even other aspects of that.[775]Steven Sharif

Ashes of Creation Apocalypse

Ashes of Creation Apocalypse early access trailer.[778][779]

The standalone prequel to the upcoming epic MMORPG Ashes of Creation - both a testing ground for new systems and content, as well as a unique last-man-standing action game where magic, steel, and chaos reign supreme in a high fantasy, free-to-play experience.[778]

Ashes of Creation Apocalypse (also referred to as APOC)[774] was a free-to-play[546] matchmaking-based arena game with three primary modes.[780]

Ashes of Creation Apocalypse utilizes action-based combat.[780][124][126]

Ashes of Creation Apocalypse באטל רויאל early access testing ended on March 10, 2020.[19]

Ashes of Creation board game

An Ashes of Creation board game may be produced post the launch of the flagship MMORPG.[786]

  • Previously this was scheduled for release at around the time of the MMORPG Beta phase.[776]
Just to be clear, a board game doesn’t impact any mmo development. They are 2 very different sets of employees.[787]Steven Sharif

It is a resource management and combat game with an action economy.[776]

  • Each player chooses a סוג הדמות and attempts to build a Guild that takes over a server on Ashes of Creation.[776]
  • The more guild members, the more action tokens the guild will receive. These tokens can be spent on actions on the game board and during battles.
  • Guilds gain income by constructing קרוואנים.
  • Players have a pool of resources that they keep secret.
    • Followers.
    • Gold.
    • Combat resource (gained from guilds participating in PvP).

There are several types of combat in the game.[776]

The game comes as a complete set with an adjustable map that players construct every game.[776]

  • The map is comprised of six components that are placed together.
  • The game board is made of zones that evolve as players complete activities and actions.
  • Over forty different buildings can be built.

There game comes with six standardized characters.[776]

  • Players have a character sheet with tracked abilities and skill levels.
  • As a character levels they become more powerful.

Players compete for server firsts.[776]

The game is playable by two to five players.[776]

  • The game will last about 30 minutes per player.

There will be expansions, but the base game can be played stand-alone.[776]

  • Expansions will come with additional map tiles with new locations to gain resources from.
    • Map tiles from expansions can be switched out.
  • Expansions come with additional structures.
  • Expansions will have characters that are race-specific to Ashes of Creation.
    • Each race will have certain advantages and abilities.

The game will probably not be funded by Kickstarter.[776]

The estimated retail price is between $50 and $100 US.[776]

It is undecided if certain editions of the game will come with קוסמטיקה.[776]

Collector's edition

I have personally considered a limited edition hand painted Phoenix model, with a concept art book autographed by the team as part of a collectors launch package. I cannot promise this, but if I find the right company to create the quality of product I would want it may become a thing. No promises though.[788]Steven Sharif

Gameplay videos

External links

See also

הפניות

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  2. 2.0 2.1 Ashes of Creation MMO.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 A reactive world - Nodes.
  4. Intrepid Studios Support - What are the Alpha/Beta Release dates?
  5. kickstarter release schedule.png
  6. steven-a2-spot-testing-started.png
  7. שידור חי, 2023-09-29 (55:34).
  8. alpha-0 pre-alpha.png
  9. 9.0 9.1 שידור חי, 2018-01-18 (2:48).
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  11. alpha-1-stress-test-3.png
  12. 12.0 12.1 12.2 alpha1-phase-1-update.png
  13. Press release - Ashes of Creation Apocalypse Launches December 18.
  14. apoc-beta.png
  15. Blog: Ashes of Creation Apocalypse heads into early access.
  16. @AoCApocalypse on Twitter.
  17. 17.0 17.1 שידור חי, 2019-12-17 (18:33).
  18. Blog: Early Access for Ashes of Creation Apocalypse Battle Royale Testing Ends.
  19. 19.0 19.1 19.2 19.3 apoc-offline.png
  20. March 2020 newsletter.
  21. וִידֵאוֹ, 2020-03-23 (0:01).
  22. alpha-1-nda-2.png
  23. alpha-1-nda-1.png
  24. steven-a1-testing-start.png
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  30. 30.0 30.1 An Update on Alpha One Schedule, March 12 2021
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  33. 33.0 33.1 alpha-1-end.png
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  146. dungeon open.png
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  149. steven-siege-zone.png
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  167. 167.0 167.1 167.2 167.3 167.4 167.5 167.6 pvp meaningful.png
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  175. class weapons.png
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  192. שידור חי, 2018-02-09 (15:01).
  193. Polymorphic Breastplate.png
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  209. 209.0 209.1 margaret-gear-appearance.png
  210. 210.0 210.1 210.2 210.3 210.4 cosmetics obtaining.png
  211. שידור חי, 2017-07-18 (54:56).
  212. שידור חי, 2017-07-28 (9:47).
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  214. weaponslots.png
  215. שידור חי, 2017-09-03 (48:56).
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  225. 225.0 225.1 225.2 225.3 225.4 225.5 225.6 225.7 225.8 Ashes of Creation race breakdown.
  226. Kickstarter $2,500,000 New Player Race Achieved.
  227. שידור חי, 2018-11-03 (0:00:54).
  228. שידור חי, 2018-11-03 (0:01:57).
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  235. 235.0 235.1 235.2 Ashes of Creation class list.
  236. 236.0 236.1 archetypeclass.png
  237. 237.0 237.1 237.2 237.3 Group dynamics blog.
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  240. 240.0 240.1 פודקאסט, 2020-11-15 (29:23).
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  242. religions2.jpg
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  244. 244.0 244.1 פודקאסט, 2020-11-15 (20:04).
  245. שידור חי, 2018-04-8 (AM) (16:50).
  246. 246.0 246.1 שידור חי, 2017-05-26 (15:37).
  247. 247.0 247.1 פודקאסט, 2020-11-15 (31:13).
  248. שידור חי, 2019-11-22 (24:33).
  249. 249.0 249.1 וִידֵאוֹ, 2024-03-29 (35:39).
  250. 250.0 250.1 250.2 שידור חי, 2023-09-29 (1:17:44).
  251. 251.00 251.01 251.02 251.03 251.04 251.05 251.06 251.07 251.08 251.09 251.10 שידור חי, 2020-01-30 (25:39).
  252. Constitution Stat Description.png
  253. 253.0 253.1 253.2 253.3 253.4 253.5 253.6 253.7 253.8 253.9 שידור חי, 2020-08-28 (15:21).
  254. Dexterity Stat Description.png
  255. Intelligence Stat Description.png
  256. Mentality Stat Description.png
  257. Strength Stat Description.png
  258. Wisdom Stat Description.png
  259. 259.0 259.1 שידור חי, 2023-12-19 (1:17:45).
  260. 260.0 260.1 260.2 שידור חי, 2023-01-27 (1:27:42).
  261. Alpha-1 screenshot.
  262. Alpha-1 screenshot.
  263. Alpha-1 screenshot.
  264. Alpha-1 screenshot.
  265. שידור חי, 2021-03-26 (1:02:08).
  266. שידור חי, 2017-05-15 (18:25).
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  272. 272.0 272.1 steven-cosmetic-reassignment.png
  273. Kickstarter item application.jpg
  274. kickstarter mounts.png
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  279. וִידֵאוֹ, 2022-03-31 (0:00).
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  281. vaknar-cc-options.png
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  326. Twitter - We took our Vek to the barbershop for some fresh new cuts!
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  331. Ashes of Creation Twitter.
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  349. steven-grand-cosmetics.png
  350. steven-cosmetics.png
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  353. שידור חי, 2020-06-26 (1:42:55).
  354. פודקאסט, 2020-11-15 (49:02).
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  356. freehold-skin-clarification.png
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  394. שידור חי, 2017-05-12 (42:17).
  395. Official Livestream - May 4th @ 3 PM PST - Q&A
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  398. שידור חי, 2023-10-31 (5:27).
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  414. שידור חי, 2021-04-30 (41:18).
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  447. 447.0 447.1 447.2 רֵאָיוֹן, 2022-01-14 (42:18).
  448. שידור חי, 2020-10-30 (1:21:14).
  449. שידור חי, 2019-06-28 (1:24:27).
  450. שידור חי, 2021-07-30 (1:15:29).
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  453. 453.0 453.1 453.2 453.3 Development Update with Freehold Preview.
  454. margaret-artisan-level-1.png
  455. 455.0 455.1 וִידֵאוֹ, 2023-11-30 (9:36).
  456. שידור חי, 2023-06-30 (50:07).
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  458. פודקאסט, 2023-12-03 (2:53).
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  460. וִידֵאוֹ, 2023-11-30 (23:20).
  461. 461.0 461.1 וִידֵאוֹ, 2023-11-30 (16:40).
  462. רֵאָיוֹן, 2021-02-07 (36:38).
  463. steven-mastery-cap.png
  464. שידור חי, 2022-04-29 (1:13:00).
  465. שידור חי, 2019-07-26 (1:09:46).
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  471. artisan mastery3.png
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  473. roshen-profession-clarification.png
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  479. שידור חי, 2017-06-01 (33:40).
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  483. רֵאָיוֹן, 2020-07-19 (19:35).
  484. שידור חי, 2017-05-15 (30:53).
  485. שידור חי, 2022-08-26 (1:28:50).
  486. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
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  489. 489.0 489.1 רֵאָיוֹן, 2020-07-19 (36:07).
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  491. שידור חי, 2020-06-26 (1:31:53).
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  504. שידור חי, 2023-06-30 (27:52).
  505. monster coin leveling.png
  506. שידור חי, 2017-05-03 (31:46).
  507. שידור חי, 2017-05-03 (36:25).
  508. kickstarter monster coins.png
  509. 509.0 509.1 שידור חי, 2023-06-30 (1:50:52).
  510. Monster coins2.jpg
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  515. שידור חי, 2021-06-25 (1:10:52).
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  522. פודקאסט, 2021-09-29 (30:04).
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  524. שידור חי, 2018-02-09 (41:56).
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  529. שידור חי, 2022-12-02 (56:09).
  530. רֵאָיוֹן, 2020-07-29 (55:44).
  531. רֵאָיוֹן, 2023-07-09 (1:16:45).
  532. kickstarter box cost.png
  533. 533.0 533.1 533.2 שידור חי, 2021-12-23 (1:23:41).
  534. Newsletter - Pre-order packages are ending reminder.
  535. חבילות להזמנה מראש
  536. 536.0 536.1 kickstarter subscription.png
  537. toast-subscription.png
  538. שידור חי, 2018-05-04 (53:34).
  539. 539.0 539.1 roshen-harmonized.png
  540. 540.0 540.1 שידור חי, 2020-07-25 (1:21:03).
  541. 541.0 541.1 541.2 margaret-region-locking.png
  542. Summer Braver of Worlds.png
  543. steven-lifetime.png
  544. שידור חי, 2021-02-26 (1:08:47).
  545. alpha-1-and-game-time.png
  546. 546.0 546.1 שידור חי, 2018-10-31 (38:47).
  547. 547.0 547.1 Blog: Steam Announce And Play Test FAQ For Ashes of Creation Apocalypse
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  549. שידור חי, 2018-08-17 (1:02:38).
  550. 550.0 550.1 550.2 550.3 550.4 שידור חי, 2020-06-26 (1:26:54).
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  554. 554.0 554.1 kickstarter p2w.png
  555. 555.0 555.1 555.2 loot-boxes.png
  556. 556.0 556.1 שידור חי, 2020-07-25 (48:28).
  557. 557.0 557.1 פודקאסט, 2018-08-04 (1:57:56).
  558. 558.0 558.1 RNG boxes.png
  559. steven-multi-boxing-3.png
  560. steven-multiple-accounts.png
  561. 561.0 561.1 steven-pay-to-win-items.png
  562. steven-publishing-oce-sea.png
  563. רֵאָיוֹן, 2018-08-21 (11:20).
  564. 564.0 564.1 564.2 Blog: New Adventure Awaits.
  565. ashes-steam.png
  566. 566.0 566.1 Reddit - Developer response regarding play-to-earn mechanics.
  567. margaret-nfts.png
  568. Ashes of Creation cosmetic store.
  569. 569.0 569.1 רֵאָיוֹן, 2018-05-11 (32:36).
  570. Ashes of Creation Store: Ashes of Creation.
  571. cosmetic skins.png
  572. Cygnus.png
  573. Pimp your caravan.jpg
  574. 574.0 574.1 574.2 steven-cosmetic-skins.png
  575. שידור חי, 2018-12-06 (41:43).
  576. שידור חי, 2023-06-30 (1:15:34).
  577. שידור חי, 2020-08-28 (2:14:06).
  578. 578.0 578.1 toast-caravan-skins.png
  579. 579.0 579.1 margaret-caravan-skins.png
  580. 580.0 580.1 steven-best-skins.png
  581. 581.0 581.1 שידור חי, 2022-02-25 (46:17).
  582. 582.0 582.1 רֵאָיוֹן, 2018-10-20 (2:17:43).
  583. 583.0 583.1 שידור חי, 2023-03-31 (1:17:42).
  584. 584.0 584.1 steven-AI-artwork.png
  585. 585.0 585.1 שידור חי, 2019-10-31 (40:27).
  586. שידור חי, 2022-02-25 (49:42).
  587. 587.0 587.1 רֵאָיוֹן, 2018-10-20 (3:47:17).
  588. dunirinfluence.png
  589. 589.0 589.1 589.2 רֵאָיוֹן, 2018-05-11 (1:03:21).
  590. פודקאסט, 2018-05-11 (31:35).
  591. שידור חי, 2022-09-30 (1:08:24).
  592. שידור חי, 2022-02-25 (44:28).
  593. py'rai archetecture.jpg
  594. שידור חי, 2017-10-16 (15:58).
  595. 595.0 595.1 פודקאסט, 2018-05-11 (31:35).
  596. רֵאָיוֹן, 2018-05-11 (1:04:27).
  597. 597.0 597.1 פודקאסט, 2018-05-11 (36:28).
  598. שידור חי, 2017-11-17 (23:00).
  599. רֵאָיוֹן, 2018-08-17 (31:09).
  600. שידור חי, 2017-11-17 (33:56).
  601. 601.0 601.1 שידור חי, 2018-05-04 (49:45).
  602. 602.0 602.1 שידור חי, 2024-02-29 (1:24:31).
  603. שידור חי, 2018-06-04 (7:25).
  604. פודקאסט, 2018-05-11 (33:09).
  605. 605.0 605.1 Ashes of Creation Forums - No participation trophy.
  606. 606.0 606.1 פודקאסט, 2018-05-11 (33:09).
  607. 607.0 607.1 וִידֵאוֹ, 2018-04-05 (44:06).
  608. 608.0 608.1 וִידֵאוֹ, 2018-04-05 (48:03).
  609. וִידֵאוֹ, 2022-09-30 (23:13).
  610. 610.0 610.1 610.2 610.3 שידור חי, 2022-09-30 (2:40).
  611. שידור חי, 2017-05-08 (28:48).
  612. 612.0 612.1 solo.png
  613. 613.0 613.1 A chat with Ashes of Creation's Steven Sharif, 2017-06-7.
  614. 614.0 614.1 שידור חי, 2022-04-29 (21:00).
  615. רֵאָיוֹן, 2018-10-20 (3:43:52).
  616. 616.0 616.1 transparency.png
  617. שידור חי, 2018-05-04 (39:41).
  618. 618.0 618.1 618.2 What languages will Ashes of Creation be in?
  619. 619.0 619.1 619.2 רֵאָיוֹן, 2018-08-24 (2:35).
  620. 620.0 620.1 620.2 שידור חי, 2017-05-17 (1:09:22).
  621. 621.0 621.1 שידור חי, 2017-05-24 (45:49).
  622. spanish.png
  623. רֵאָיוֹן, 2018-08-24 (3:19).
  624. 624.0 624.1 624.2 624.3 624.4 שידור חי, 2021-12-23 (48:45).
  625. 625.0 625.1 שידור חי, 2017-05-26 (38:30).
  626. שידור חי, 2017-05-24 (23:50).
  627. שידור חי, 2021-12-23 (1:10:09).
  628. RTX3070clarification.png
  629. שידור חי, 2021-12-23 (1:08:42).
  630. שידור חי, 2021-09-24 (52:48).
  631. alpha-1-fps.png
  632. 632.0 632.1 שידור חי, 2023-04-28 (1:03:41).
  633. שידור חי, 2023-01-27 (1:07:12).
  634. steven-a1-stress-test.png
  635. שידור חי, 2021-03-26 (12:34).
  636. 636.0 636.1 What are the minimum and recommend computer specifications for Alpha Two?
  637. 637.0 637.1 637.2 637.3 וִידֵאוֹ, 2021-12-23 (0:00).
  638. 638.0 638.1 שידור חי, 2021-12-23 (19:59).
  639. unreal.jpg
  640. 640.0 640.1 640.2 640.3 640.4 640.5 640.6 שידור חי, 2021-12-23 (40:53).
  641. שידור חי, 2021-12-23 (50:50).
  642. שידור חי, 2021-12-23 (49:39).
  643. שידור חי, 2021-12-23 (42:09).
  644. 644.0 644.1 שידור חי, 2021-12-23 (55:32).
  645. וִידֵאוֹ, 2021-12-23 (23:53).
  646. 646.0 646.1 646.2 שידור חי, 2021-12-23 (54:00).
  647. 647.0 647.1 שידור חי, 2021-12-23 (52:52).
  648. 648.0 648.1 וִידֵאוֹ, 2021-12-23 (2:54).
  649. שידור חי, 2021-12-23 (52:58).
  650. שידור חי, 2023-10-31 (1:37:17).
  651. שידור חי, 2017-05-03 (26:50).
  652. שידור חי, 2021-12-23 (47:51).
  653. שידור חי, 2022-01-28 (7:26).
  654. שידור חי, 2023-03-31 (1:10:30).
  655. שידור חי, 2023-02-24 (1:14:41).
  656. שידור חי, 2023-01-27 (1:07:46).
  657. steven-ue5.jpg
  658. שידור חי, 2023-04-07 (1:21:29).
  659. 659.0 659.1 שידור חי, 2023-03-31 (1:27:15).
  660. 660.0 660.1 roshen servers.png
  661. שידור חי, 2017-05-19 (37:03).
  662. Official Livestream - May 4th @ 3 PM PST - Q&A
  663. 663.0 663.1 663.2 שידור חי, 2018-09-27 (48:13).
  664. 664.0 664.1 664.2 שידור חי, 2021-11-19 (52:35).
  665. שידור חי, 2023-01-27 (4:18).
  666. רֵאָיוֹן, 2017-05-08 (22:06).
  667. 667.0 667.1 שידור חי, 2017-05-24 (40:50).
  668. 668.0 668.1 668.2 668.3 668.4 668.5 server-locations.png
  669. 669.0 669.1 na and eu servers.jpg
  670. 670.0 670.1 670.2 670.3 Ashes of Creation FAQ: Where will your servers be?
  671. 671.0 671.1 servers SEA OCE.png
  672. steven-oce-servers.png
  673. 673.0 673.1 שידור חי, 2018-04-8 (AM) (26:41).
  674. שידור חי, 2018-07-09 (47:54).
  675. שידור חי, 2017-05-17 (59:25).
  676. שידור חי, 2021-10-29 (1:14:00).
  677. וִידֵאוֹ, 2018-09-06 (4:25).
  678. server population.png
  679. 679.0 679.1 steven-jahlon-accounts-per-server.jpg
  680. 680.0 680.1 steven-server-accounts.png
  681. 681.0 681.1 רֵאָיוֹן, 2020-07-18 (12:56).
  682. Kickstarter packages.
  683. Blog: Know Your Nodes - Scientific Node Type
  684. 684.0 684.1 רֵאָיוֹן, 2018-04-20 (9:20).
  685. שידור חי, 2023-09-29 (1:14:29).
  686. שידור חי, 2017-05-26 (51:37).
  687. שידור חי, 2017-05-08 (36:26).
  688. שידור חי, 2017-07-28 (35:42).
  689. שידור חי, 2017-05-10 (35:27).
  690. שידור חי, 2022-10-14 (2:53).
  691. Forums - Dev Discussion #60 - Esports.
  692. 692.0 692.1 שידור חי, 2024-02-29 (7:28).
  693. שידור חי, 2018-04-8 (PM) (39:48).
  694. 694.0 694.1 694.2 694.3 רֵאָיוֹן, 2018-10-20 (2:22:09).
  695. שידור חי, 2018-04-8 (AM) (25:12).
  696. שידור חי, 2023-05-31 (45:26).
  697. 697.0 697.1 שידור חי, 2023-12-19 (3:59).
  698. Forums - Livestream Q&A - May 31, 2023.
  699. 699.0 699.1 X.com - Ashes of Creation Music.
  700. steven-bear-a2.png
  701. steven-bear-beta-1.png
  702. 702.0 702.1 רֵאָיוֹן, 2021-06-13 (11:15).
  703. 703.0 703.1 703.2 703.3 שידור חי, 2023-09-29 (1:08:25).
  704. roshen-a1-music.png
  705. 705.0 705.1 שידור חי, 2021-06-25 (1:07:45).
  706. 706.0 706.1 706.2 steven-rmt.png
  707. 707.0 707.1 707.2 שידור חי, 2022-10-28 (29:32).
  708. 708.0 708.1 708.2 708.3 שידור חי, 2022-08-26 (1:32:45).
  709. 709.0 709.1 709.2 709.3 רֵאָיוֹן, 2020-07-08 (48:30).
  710. 710.0 710.1 710.2 710.3 שידור חי, 2018-02-09 (20:40).
  711. שידור חי, 2022-10-28 (13:53).
  712. steven-aggro-griefing.png
  713. steven-gm-tickets.png
  714. Forums - Livestream Q&A 2022-08-26.
  715. 715.0 715.1 715.2 steven-anti-cheat.png
  716. 716.0 716.1 716.2 רֵאָיוֹן, 2023-07-09 (1:47:04).
  717. 717.0 717.1 717.2 רֵאָיוֹן, 2020-07-19 (1:12:37).
  718. שידור חי, 2017-11-17 (38:35).
  719. Massively OP, 2017-06-1
  720. steven-penalties.png
  721. רֵאָיוֹן, 2018-08-21 (40:44).
  722. רֵאָיוֹן, 2023-09-10 (34:51).
  723. 723.0 723.1 723.2 723.3 723.4 שידור חי, 2023-02-24 (1:19:29).
  724. 724.0 724.1 Ashes of Creation Forums - No Damage Meter?
  725. 725.0 725.1 שידור חי, 2017-05-10 (20:02).
  726. רֵאָיוֹן, 2018-10-20 (6:29).
  727. שידור חי, 2020-04-30 (1:28:19).
  728. רֵאָיוֹן, 2018-05-11 (49:03).
  729. שידור חי, 2017-05-10 (21:41).
  730. Ashes of Creation Forums - No Damage Meter?
  731. 731.0 731.1 731.2 MASSIVELY OP interview: Ashes of Creation on a new way to MMO.
  732. 732.0 732.1 steven-milestones.png
  733. Ashes Discord.png
  734. Ashes of Creation Kickstarter campaign
  735. Summer Crowdfunding.png
  736. summerended.png
  737. PAX West 2017 Schedule.
  738. PAX West 2017 Map.
  739. Intrepid Studios Dev Team.
  740. GDC.png
  741. PAX East.png
  742. gamescom.png
  743. Ashes of Creation Gamescom 2018 Interview: Responding to Criticism.
  744. Newsletter, 2018-08-7
  745. Intrepid Studios Extra Life 2018 (@MediaAoC).
  746. רֵאָיוֹן, 2019-04-15 (5:09).
  747. extralife2019.png
  748. רֵאָיוֹן, 2020-10-17 (18:36).
  749. רֵאָיוֹן, 2020-10-17 (56:55).
  750. extralife2020.png
  751. שידור חי, 2021-02-26 (9:51).
  752. Ashes of Creation Store: May cosmetics.
  753. steven-a1-verbal-nda.png
  754. toast-a1-launch.png
  755. Guide to Alpha One.
  756. extralife2021.png
  757. רֵאָיוֹן, 2022-01-14 (9:11).
  758. extralife2022.png
  759. שידור חי, 2023-08-31 (2:16:45).
  760. extralife2023.png
  761. Steven Sharif Christmas message, 2023.
  762. שידור חי, 2023-12-19 (1:32:23).
  763. steven-employees.png
  764. kickstarter most funded MMORPG.png
  765. kickstarter most funded video game.png
  766. MMORPG.com's Best of 2017 Awards.
  767. Most Anticipated MMORPGs For 2018.
  768. 768.0 768.1 DualShockers’ Gamescom 2018 Awards
  769. MassivelyOP 2020 awards reader's poll.
  770. MassivelyOP reader's poll.
  771. Forbes: Top 10 Best Upcoming New MMORPGs For 2021 And Beyond
  772. Twitter - MMOGames.
  773. 773.0 773.1 שידור חי, 2017-05-17 (41:27).
  774. 774.0 774.1 שידור חי, 2018-10-31 (35:00).
  775. 775.0 775.1 775.2 שידור חי, 2023-04-07 (1:24:36).
  776. 776.00 776.01 776.02 776.03 776.04 776.05 776.06 776.07 776.08 776.09 776.10 776.11 776.12 שידור חי, 2018-11-03 (0:00:17).
  777. Ashes of Creation Apocalypse official site.
  778. 778.0 778.1 Ashes of Creation Apocalypse Early Access.
  779. וִידֵאוֹ, 2019-09-24 (0:10).
  780. 780.0 780.1 רֵאָיוֹן, 2018-08-24 (13:17).
  781. 781.0 781.1 781.2 שידור חי, 2018-08-17 (30:29).
  782. 782.0 782.1 782.2 שידור חי, 2018-09-01 (1:05:10).
  783. alpha-1-news.png
  784. שידור חי, 2018-09-27 (9:08).
  785. Forest of Erinthia.png
  786. שידור חי, 2023-04-07 (1:24:37).
  787. stevenboardgame.png
  788. Ashes of Creation Forums - Has Intrepid considered a physical collectors edition box for us box collectors?