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Revisión del 22:53 24 jul 2018

Ashes of Creation is an upcoming MMORPG, set in a high fantasy open world.[1]

Ashes of Creation is an upcoming MMORPG set in a world of high fantasy where player’s choices will shape and define the world around them.[1]

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.[1]

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.[2]Steven Sharif

Mundo abierto

Alpha-1 open world dungeon entrance.[3]

80% of the content that will exist in Ashes of Creation is open-world and there's a specific reason for that. So because of the way that friendships and or enemies are forged in the game and people have the opportunity to create their own friends or foes. We want that to play out from a contesting standpoint as well. So a lot of these hunting grounds or raid bosses that people are going to have opportunities to kill, they're going to be essentially contested potentially by your your enemies that you've created in the game or you can work together to create alliances in order to defend those contested zones.[4]Steven Sharif

Ashes of Creation será una experiencia absoluta de mundo abierto.[5]

  • No habrá ni tiempo, ni pantallas de carga entre regiones.[5]

Más o menos habrá una proporción de 80/20 entre mundo abierto y encuentros instanciados.[4][6][7]

  • Los asedios a castillos y nodos pueden tener zonas instanciadas donde grupos específicos pueden participar en encuentros basados en objetivos.[8]
  • Las mazmorras y las raids mantendrán una sensación de mundo abierto, aprovechando al mismo tiempo las mecánicas instanciadas.[9]
    • La creación de zonas instanciadas solo se verá en determinadas mazmorras con el objetivo de tener un mayor impacto narrativo.[10] Más allá de esto y de las arenas no habrá casi zonas instanciadas en ningún lugar.[5]
There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[11]Steven Sharif

We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[5]Jeffrey Bard

El sistema de PvP flagging favorecerá las oportunidades de pvp abierto.[13]

Q: When you reach the bosses in [open world] dungeons can you be jumped?
A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[11]Steven Sharif

Desarrollo abierto

Intrepid Studios has embraced an open (transparent) development approach, rather than sharing information through carefully curated press releases and announcements.[14]

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.[14]Steven Sharif

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.[15][16]Steven Sharif

Facciones

There are no predefined factions in Ashes of Creation.[17]

Because we are non-faction based, you want to grant the user the ability to either do things that are "evil" or "good", so there has to be a plethora of choice on the evil side for them to participate in.[18]Steven Sharif

Modelo de pago

Precio de la caja (compra inicial)

No hay un precio de compra asociado a la caja inicial en Ashes of Creation.[19]

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.[20]Steven Sharif

Modelo por suscripción

Game time is currently purchasable in Pre-order packs.[21]

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.[22]

Ashes of Creation (MMORPG) es un juego basado en pago por suscription.[22]

  • Las suscripciones comenzarán en el momento del lanzamiento o, sujeto a cambios, el usuario podrá elegir activar su suscripción para que empiece en un momento determinado.[30]
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.[32]Steven Sharif

Ashes of Creation Apocalypse era free-to-play.[33][34]

There is no P2W in Apocalypse or the MMORPG![34]

Expansiones

Las expansiones de DLC ([[[Release schedule|lanzamientos]] posteriores al lanzamiento del juego) se planifican con una periodicidad mensual, trimestral o semestral.[35][36]

  • el nuevo contenido se introducirá principalmente a través del sistema de nodos. El objetivo es que el contenido existente siga siendo relevante junto con el nuevo..[40]

Because of the modularity of a lot of the systems that we're working on, it's not too hard to iterate and implement new things... We're planning on going on a quarterly/ monthly cycle to continue to push out new content.[41]Jeffrey Bard

The quarterly cycle for the big content is good for us and then, as you said, those modular components to our mechanisms in the game allow for us to introduce smaller content patches that can be seen in real time in the world.[41]Steven Sharif

We don't intend to a wordsmith around future charge for DLC content. As a subscription model, that's part of the agreement between us as a Studio and you guys: That there will be regularly scheduled updates and chapters; and that subscription is what allows you to access that content.[38]Steven Sharif

Pay to win

Ashes of Creation no será pay to win.[42][32][43]

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.[43]

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.[32]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.[42]Steven Sharif

Las ranuras de inventario, las cajas de botín RNG y las pociones de XP se consideran pay to win.[44][45][46][47]

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.[44]

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.[46]Steven Sharif

Q: Will there be RNG boxes?
A: I dislike RNG. Archeage made me loath rng monetization gimmicks.[47]Steven Sharif

Tienda de cosméticos (micro transacciones)

Ashes of Creation cosmetic store.[51]

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.[32]Steven Sharif

La tienda de cosméticos permite a los jugadores comprar cosméticos para usarlos en Ashes of Creation.[52] La tienda de cosméticos ofrece artículos por tiempo y cantidad limitados para ayudar a sostener el desarrollo del juego.[53]

Nothing in our shop will ever be pay to win as we believe this practice greatly hurts the MMORPG genre.[54]

  • Los cosméticos de la tienda ofrecerán una variada selección de looks únicos.[55]

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.[53]Steven Sharif

  • Los objetos de la tienda de cosméticos no se podrán comerciar.[56] There will be no gifting mechanism for cosmetic items.[57]

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[57]Steven Sharif

Alts

Habrá un número suficiente de huecos disponibles de personajes para alts.[58][59]

There will be a comfortable level of character slots available to players because we are a subscription model game.[59]Steven Sharif

End game

There is not going to be a typical end-game in Ashes of Creation.[67]

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.[67]Jeffrey Bard

Dificultad del juego

People who put more time and effort into it are definitely going to get more out of it but that doesn't mean that person who logs in once a week won't be able to have fun so it's just a matter of the scale of stuff that you're going after... Running a caravan is not gonna be the same thing every time you do it. You might be able to find like a super secret path that nobody knows about... and you exploit it for a while and nobody knows and then eventually somebody sees you and suddenly that route becomes a lot more difficult so you know that's kind of the way we really want that emergent gameplay to kind of come out of those options that we give you guys; and a lot of it is gonna come down to other players making it more or less difficult for you.[68]Jeffrey Bard

There's a ton of room for difficulty on whatever scale... In a living world everything becomes much more difficult.[68]Peter Pilone

Curva de aprendizaje

Ashes of Creation will be easy to understand yet hard to master.[69]

Población objetivo

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 kind of 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.[69]Steven Sharif

Tipos de jugador

Ashes of Creation will cater for a variety of player types; from Raiders or PvPers to Role players and Crafters.[70]

A guy who wrote a book on game design, called Bartle, breaks gamers up into different categories. We will often talk about the different categories of gamers and trying to satisfy their needs.[70]Akil Hooper

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 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 kind of 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.[70]Steven Sharif

Jugadores casual vs hardcore

Casual players will have an impact because what they do is necessary for the health of the server.[71]

There are events that are 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.[71]Steven Sharif

Equilibrio del juego

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.[72]Steven Sharif

Traducción

Efforts will be made to translate Ashes of Creation into multiple languages.[73][74]

  • Translation will be done in the game client based on interest.

Plataformas

Ashes of Creation will be released on the Windows PC platform.[75]

Rendimiento

Rendimiento optimization when rendering 1300 simulated actors utilizing merged materials and meshes in Unreal Engine 5 Nanite.[77] This test was confirmed post-stream to be running on a RTX 3070.[78]

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.[79]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.[80]Steven Sharif

Ashes of Creation estaba dando un rendimiento de 50-60 FPS con una 1080 Ti durante las primeras pruebas de la Alpha 1.[82]

  • El juego será altamente personalizable desde el punto de vista de los ajustes. Si no tienes el equipo necesario para jugar, puedes reducir la configuración.[83][84]
  • Se ofrecerán opciones de alta escalabilidad para ajustar el renderizado y los efectos de partículas.[85]
  • El desenfoque de movimiento se podrá activar y desactivar.[86]
There's a lot of bells-and-whistles that are intended on the client rendering side for these types of features that players will have the ability to scale up or down or off from a performance perspective.[83]Steven Sharif

Se podrá aplicar automáticamente una "apariencia de jugador por defecto" durante los sieges u otras batallas a gran escala para mejorar el rendimiento del cliente.[87][88][84]

We have taken into consideration the rendering and server performance expectations with regards to our character density for events and battles. While testing will help with these performance profiles, we feel good where it is at for the moment, and do not feel we need to compromise our design goals atm.[89]Steven Sharif

Unreal Engine 4

Unreal Engine 5 walkthrough.[90]

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.[90]Steven Sharif

unreal-engine-logo.png

Unreal Engine 5 is the graphical engine for Ashes of Creation.[90][91] The game was originally developed in Unreal Engine 4.[92] Migrating to UE5 early is expected to save time the long run compared to upgrading closer to release, or post-release.[93][94]

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.[97]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.[99]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.[102]Steven Sharif
  • Features (such as World partitions and One file per actor) make it much easier for multiple developers to work together.[93]
    • World partitions also enable Unreal Engine 5 maps to exceed the map size constraints of UE4 (~20 kilometers squared).[93]
Q: How does this upgrade to UE5 affect the Ashes of Creation release timeline?[93]
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.[93]Steven Sharif
  • As of January 24, 2022 all teams have moved over to Unreal Engine 5.[106]
    • The developers were able to transition to Unreal Engine 5.1.1 in February 2023 as part of milestone 4.[107][108][109]
    • The upgrade to Unreal Engine 5.2 was completed. The developers expect to start upgrading to 5.3 around the end of 2023.[110][111]
    • 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.[112]
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.[112]Steven Sharif

Servidores

El mundo será el mismo en cada servidor, pero los nodos se desarrollarán de forma diferente. Diferentes servidores tendrán diferentes narrativas. Lo que sucede en un servidor pueden no suceder en otro.[113]

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.[114]Ry Schueller

Habrá multitud de servidores repartidos por las distintas regiones del mundo.[117]

  • Trás el lanzamiento, los usuarios podrán seleccionar su servidor en base al ping o la región que aparezca junto al servidor.[117]
  • La selección del servidor deAshes of Creation Apocalypse depende del líder del grupo. La región que haya seleccionado se aplicará a sus amigos y a su escuadrón.[117]

We'll have a multitude of servers located throughout to the various regions of the world; and those servers will be good connection points for- and will be driven by- I mean there's two types of servers I'm sorry: For the alpha-1 arena those will be driven by the party leader right; and wherever whatever region they have selected if they invite friends to their squad or whatever, they'll be able to play on that region. 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.[117]Steven Sharif

Los desarroladores pueden publicar ocasionalmente estadísticas relacionadas con la población de los servidores y la composición de arquetipos/clases, pero no habrá una página oficial que muestre esta información.[118]

Regiones

Ashes of Creation se lanzará con las siguientes regiones de servidores :[119][120]

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.[127]Steven Sharif

Se considerarán otras regiones servidoras en función del interés.[121][120]

  • Se está considerando Sudamérica debido al tráfico de esa región.[128]

Once we get closer to launch we'll update this information, which may include additional regions.[121]

Algunas regiones tendrán un precio de suscripción "armonizados", que refleje mejor sus economías locales. Estas regiones estarán separadas de las demás.[25]

  • Los jugadores podrán crear personajes en el servidor que deseen. No habrá bloqueo de regiones (fuera de las regiones armonizadas).[26]

Folks have always been able to make characters on any server they wish. We are not region locking anyone.[26]Margaret Krohn

Población de los servidores

Se impondrán límites de población en cada servidor.[129]

  • Se preveen entre 8-10k usuarios simultáneos por servidor.[130][127][131][132]
  • Al principio habrá un número limitado de cuentas registradas (aproximadamente 15,000) por servidor para ayudar a mitigar las colas de inicio de sesión.[133]
    • Este límite aumentará con el tiempo hasta unas 50.000 cuentas registradas por servidor.[133][134][135]
  • Puede haber colas para entrar en servidores con mucha población, pero el objetivo es evitar colas excesivamente largas.[135]
  • Los desarrolladores pretenden gestionar cuidadosamente la población de los servidores mediante el uso de limitadores de creación de personajes para evitar la necesidad de fusionar servidores.[134][136]
  • Los desarrolladores pueden publicar ocasionalmente estadísticas relacionadas con la población de los servidores y la composición de los arquetipos/clases, pero no va a haber una página oficial con esta información publicada.[118]

Historia en el servidor

El historial de cada servidor será registrado y se encontrará visible para los jugadores en la biblioteca de los nodos.[138][139]

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.[139]Jeffrey Bard
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.
  • Los escribas pueden recopilar y registrar información sobre los acontecimientos del mundo tal y como los han vivido y desde su punto de vista.[140]

Instanciación de los servidores

No habrá capas de servidor (sharding) en los servidores.[141][142]

Tipos de servidores

Transferencia entre servidores

Las transferencias entre servidores, sin contar las fusiones, no serán posibles al principio.[145][146]

  • Los desarrolladores quieren evaluar el impacto en el alojamiento y otros sistemas cuando el lanzamiento está más cerca.[146]

Esports

info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.

Los eSports no son el objetivo principal, pero el juego avanzará de forma natural en esa dirección si la jugabilidad es atractiva, competitiva y divertida..[147]

If we make the gameplay compelling, competitive and fun, that naturally it will move in that direction; and then we will find the ability to support it afterwards.[147]Steven Sharif

Voces de PNJs

Voice acting is not a priority in Ashes of Creation.[148]

  • It's possible that NPC greetings will be voice acted.[149]

Voice acting is a fun luxury to have, but it is not only a costly one, but it is also one that takes a lot of logistics.[148]Steven Sharif

Hitos

December 2015 First team members were hired.[150]
February 2016 Ashes of Creation design documentation and prototyping.[151][150]
December 10, 2016 Official website was launched and project announced.[150]
January 18, 2017 Official discord was launched.[152]
May 2, 2017 Kickstarter crowdfunding campaign launched with $750,000 funding goal.[153]
June 3, 2017 Kickstarter crowdfunding campaign completed with 19,576 backers raising $3,271,809.[154]
June 2017 Game production began with a team size of 15-20.[151]
June 21, 2017 El verano de la financiación campaign launched.[155]
July 22, 2017 Summer crowdfunding campaign completed with 2,485 backers.[156]
September 1, 2017 PAX West 2017.[157][158]
November 4, 2017 Raised $16,500 for Extra Life children's hospitals.[159]
December 15, 2017 Alpha-0 released on schedule.[160]
March 19-23, 2018 Game Developers Conference (GDC) 2018.[161]
April 5, 2018 PAX East 2018.[162]
August 15, 2018 Last day for purchases of Alpha-1 through Intrepid pre-order packs.[163]
August 20, 2018 At Gamescom with My.com.[164]
August 27, 2018 100 developers working on Ashes of Creation.[165]
September 1, 2018 PAX West 2018 panel.[166]
October 19, 2018 Ashes of Creation Apocalypse battle royale (previously called Alpha-1 phase 1 battlegrounds).[167]
November 4, 2018 Raised $20,518 for Rady Children's hospital with Extra Life.[168]
April 15, 2019 60 developers working on Ashes of Creation at San Diego offices (following disengagement with Malaysian art team).[169]
November 3, 2019 Raised $20,901 for Rady Children's hospital with Extra Life.[170]
August 21, 2020 Announced a mutual parting of ways with publisher My.games.[171]
October 17, 2020 Almost 3,000,000 registered accounts for Ashes of Creation.[172]
October 17, 2020 ~87 developers working on Ashes of Creation.[173]
November 8, 2020 Raised $88,546 for Rady Children's hospital with Extra Life.[174]
February 26, 2021 Official ashesofcreation.com website redesign.[175]
May 5, 2021 Alpha-1 sales resumed with the announcement of the Adventurer pre-order pack.[176]
May 17, 2021 Verbal NDA was lifted from Alpha-1 testing.[177]
July 9, 2021 Alpha-1 no-NDA preview weekend began on schedule.[178]
July 11, 2021 Alpha-1 no-NDA preview weekend completed on schedule.[179]
July 14, 2021 Alpha-1 no-NDA month long test began on schedule.[180][181]
August 15, 2021 Alpha-1 no-NDA month long test completed on schedule.[182]
November 7, 2021 Raised $34,485 for Rady Children's hospital with Extra Life.[183]
December 23, 2021 Announced that Ashes of Creation is moving to Unreal Engine 5.[90][91]
January 14, 2022 Over 120 people working on Ashes of Creation.[184]
November 5, 2022 Raised $77,939 for Rady Children's hospital with Extra Life.[185]
August 31, 2023 Over 150 people working on Ashes of Creation.[186]
November 5, 2023 Raised $76,964 for Rady Children's hospital with Extra Life.[187]
December 19, 2023 Over 170 people working full-time on Ashes of Creation.[188][189]
March 1, 2024 188 employees working on Ashes of Creation.[190]

Calendario de lanzamiento

El calendario de lanzamiento de Ashes of Creation está sujeto a cambios.[191]

Fase Tipo de lanzamiento Fecha estimada/Actual
Pre‑alpha Alpha-0.[192] December 15, 2017.[160]
APOC Ashes of Creation Apocalypse battle royale stress test (NDA).[193] September 7, 2018.[194]
Ashes of Creation Apocalypse battle royale stress test (NDA lifted).[167] October 19, 2018.[167]
Ashes of Creation Apocalypse battle royale open beta.[195] December 18, 2018.[196]
Ashes of Creation Apocalypse battle royale early access.[197] September 24, 2019.[198]
Ashes of Creation Apocalypse castle siege mode PI closed testing.[199] December 19, 2019.[199]
Ashes of Creation Apocalypse battle royale testing ends.[200] March 10, 2020.[201]
Alpha Alpha-1 early preview livestream.[202] March 27, 2020.[203]
Alpha-1 limited QA testing (NDA).[204][205] May 28, 2020.[206][207]
Alpha-1 preview pre-test 1 (NDA).[208] Dec 18 - Dec 21 2020.[208]
Alpha-1 preview pre-test 2 (NDA).[208] Feb 19 - Feb 22 2021.[209][210]
Alpha-1 preview intermittent spot testing (NDA).[211][212] Mar 19 - Jul 9 2021.[211][212]
Alpha-1 preview weekend (no NDA).[211] July 9 - July 11 2021.[179][178][211]
Alpha-1 (no NDA).[211] July 14 - August 15 2021.[182][213]
Alpha-2 spot testing (NDA).[214][215][216][217] November 2023.[218]
Alpha-2 (No NDA).[214][216][219][220] Q3 2024.[221][214][222]
Beta Beta-1. To be announced.[213]
Beta-2. To be announced.[213]
Pre‑release Head start for crowdfunding backers at the Founder level and above.[223] 1-2 days before launch.[223][27]
Release Launch (live) release. To be announced.[213][224]
Post‑launch Major releases (DLC expansions). Quarterly or six-monthly.[35][36]
Minor releases. Monthly.[35][36]

Accomplishments

  • MMORPG con más financiación de Kickstarter.[225]
  • Séptimo videojuego más financiado de Kickstarter.[226]
  • MMO más esperado – Premios a lo mejor de 2017 de MMORPG.com.[227]
  • MMORPG práctico de acceso anticipado más esperado – MMOs World.[228]
  • Gamescom 2018: Mejor juego independiente.[229]
  • Gamescom 2018: Mejor juego online.[229]
  • Mejor MMO independiente de 2020 – encuesta de los lectores de massivelyop.com.[230]
  • MMO más esperado de 2021 en adelante – encuesta de los lectores de massivelyop.com.[231]
  • TTop 10 de los mejores nuevos MMORPG para 2021 en adelante – Forbes.[232]
  • Mejor estudio de MMO de 2022 – MMOGames.[233]

Sistemas de seguridad

Habrá sistemas de seguridad para combatir las trampas, exploits, bots, la venta de oro/transacciones con dinero real (RMT), la duplicación de objetos y otras cuestiones que afectan a la economía a partir de la Alpha-0.[234][235][236][237]

  • Estos sistemas recogen datos de los usuarios y marcan las actividades anómalas para su investigación. Esto, combinado con las funciones de información de los jugadores, genera un "mapa de calor" en tiempo real que llama la atención sobre comportamientos inusuales..[234][237]
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.[234]Steven Sharif
  • Los bots, tramposos, vendedores de oro y RMT se enfrentarán a duras sanciones por parte del equipo activo de GM/equipo comunitario.[238][237]
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.[238]Steven Sharif

Franchise

Ashes of Creation will be a franchise.[239]

  • The Ashes of Creation MMORPG is one of many intended products in the franchise.

External links

Ver además

Template:References

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