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Revisión del 19:23 25 ago 2018

Ashes of Creation website redesign preview (WIP).[1]

Ashes of Creation takes place within a medieval fantasy setting, blending imagination with cutting-edge graphics. We are putting the word massive back into massively multiplayer with unique and novel mechanics that will bring meaning to player action. Ashes of Creation will incorporate the best parts of traditional MMORPGs with innovative sandbox concepts. You will choose your fate at every opportunity. Questlines will open and close based on the interactions of the players with their world, because this is a world where choice is consequential. Monsters will roam and grow in ferocity as civilization disrupts the natural order of things. From the location of towns to the size of cities, you will determine the landscape of your world. It will be unique in culture, ecology, and economy.[2]

Ashes of Creation es un futuro MMORPG ambientado en un mundo de alta fantasía donde las elecciones de los jugadores darán forma al mundo que los rodea.[3]

Ashes of Creation is a unique take on the MMO experience. Our world structure is dynamic and built to react to the actions of our players. Cities will rise and fall, their populations based on the history of the world as the players create it. Quests will unlock as these populations gather, their needs grow, and secrets are unlocked. As the world’s NPC structure is established in real time, players will have the ability to destroy what they’ve created, paving the way for new development, new populations, and real change. Political strife and intrigue will play a very real role in the structure of your world. Gone are the days of static worlds, change is here to stay.[2]

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.[4]Steven Sharif

Nodos

Pre-alpha Metropolis node.[7]

Nodes are a pre-set location, wrapped in a zone of influence, in our world that can form into towns of different sizes. These sizes range from a small camp to a sprawling metropolis. The size of the towns depends on the contribution by players and how far they’ve advanced the Node. Players do not create the footprint of a Node, but within that footprint they do have the ability to own land. Players who are part of the government for a specific Node will have the ability to modify building types and services further, but for the most part, a Node will grow along its own specific path (think about this more as NPCs building these towns out, rather than PCs individually putting buildings and walls up). A Node’s contribution area is larger than the actual town itself, allowing for players to adventure while building upon the town. We call the contribution area the Node’s “Zone of Influence,” and it’s the area where players help to advance the Node they are in.[8]

En cada servidor hay localizaciones de desorrollo o evolución cuidadosamente colocados, llamados Nodos.[3]

We have moved from a 103 nodes to 85 nodes; and there's a few reasons for that. One, when we were doing the calculations behind how- in Alpha 2 and in the game- we want these vassal structures to exist, we had more nodes than what felt meaningful and we wanted to condense some of that those curated story arcs and hooks into the environment and realm around the areas to be more bountiful at a lesser node value: meaning bringing down the node count so that we can increase the richness of each of those nodes more than what was at 103.[16]Steven Sharif

Nodes are the heart of the world, they create the ebb and flow of life. At their core, Nodes are pre-set points in the world, wrapped in a Zone of Influence and surrounded by geographic areas that change over time based upon player participation. The world map is divided into regions, with each region containing multiple Nodes. As a Node advances, it influences the types of content within itself and the surrounding areas. Players do not create Nodes, but if they are a part of the government for a specific Node, they have the ability to influence diplomacy, and modify building types/construction and services within that Node. There will be 103 Node locations at launch, each with its own impact on the narrative and development of the world.[12]Margaret Krohn

Avance del nodo

La actividad de los jugadores, ciudadanos y no ciudadanos, como (questear, recolectar, raids, etc.) dentro de la ZOI de un nodo contabiliza para el avance de ese nodo en particular (progresión) a una fase superior.[18][3]

El avance de un nodo desbloquea sus ventajas únicas, aunque puede bloquear el avance de los nodos vecinos hacia sus siguientes fases, al incrementar su anillo de influencia.[19]

  • Los nodos avanzan hacia su primera fase muy rápido. Esto habilita algunos PNJs como vendedores o el almacenamiento de objetos.[20]
  • Cuanto más avanza el nodo, más ámplia se vuelve su ZOI.[7]
  • Los nodos menos evolucionados (conocidos como nodos vasallos) que entran dentro de la ZOI de otros nodos pueden seguir ganando experiencia, pero siempre permanecerán en una fase inferior a la del nodo dominante.[21]
  • El algoritmo de expansión de territorio tiene en cuenta la costa más cercana, los nodos vecinos y el "mapa de calor" de los jugadores en las zonas circundantes durante las últimas semanas y meses.[24]
    • Debido la forma en la que el algoritmo calcula la expansión del territorio (ZOI) durante el avance del nodo, hay una pequeña posibilidad de que nodos nodos en la misma fase terminen estando el uno cerca del otro.[25]
The way that the algorithm expands the territories takes into account a few things: One it takes into account the coast like where's the closest coast. Two it takes into account the neighboring nodes so it can take over and essentially vassal state those nodes, but what's more important is essentially the initial population based on like how players choose their races. Because we have nine different races and four different starting points that branch out, each server's population density is going to dictate essentially the first few nodes that are highly populated and then that initial seed is what's going to determine the node structure as it moves inland into the into the world essentially; and based on the performance and successes of different sieges will determine which nodes that got locked out from the previous the initial advancements what nodes can now be available to advance further. So I really think that with so many variables that are present in the equation of how nodes advance and stay existing with the more variables you have, the higher likelihood there is for there to be a significant diversion in world progression.[24]Steven Sharif
Normally the algorithm that's applied to the node territorial expansion will prevent significant nodes from being in close proximity to each other... There could be a perfect storm where all of the algorithmic progression of territory leads to having these nodes very close to each other because there's certain requirements that should that need to be available to satisfy node vassal takeovers; and it's possible that two nodes would never take each other over as vassals and end up close together and spanning their territories in opposite directions: The Tale of Two Cities thing.[25]Steven Sharif
  • Un nodo no recibirá experiencia de los nodos dentro de su ZOI hasta que ese nodo no haya alcanzado su límite.[21]
  • Los ciudadanos de un nodo pueden contribuir al avance de otros.[26]
  • El porcentaje de experiencia que ganan los nodos será equitativa entre los cuatro tipos de nodo.[27]
    • El porcentaje exacto de experiencia que otorga obtener objetos o matar enemigos no se hará público de forma explícita para evitar "explotar" el sistema.[28]
Different people have different resources invested in nodes progressing and it would be a little "gamey" if you could know exactly what was necessary at that point because that would disincentivize people from participating.[28]Steven Sharif



La mejora del nodo mostrará una serie de animaciones y efectos visuales (dentro del área del nodo).[29][18]

  • Los jugadores serán desplazados a zonas seguras si se cruzan con nuevos objetos generados durante el avance del nodo.[29][30]
  • Los recursos aparecerán al rededor del nodo y el sistema mostrará una serie de caravanas llegando al nodo con esos recursos. Estas caravanas no podrán ser atacadas.[29]
  • Algunos PNJs comenzarán con actividades de construcción.[29]
  • Los jugadores fuera del nodo podrán ver como el aspecto del nodo va cambiando a medida que avanza hacia su nuevo nivel.[29]
The Development Area of a Node is where civilization will appear as the Node advances. As the Node Stage increases, different buildings, NPCs, and services will become available in the Development Area. The higher the Node Stage, the more complex and populated the Development Area becomes. Development Areas will also vary depending on the Node Type - Economic, Military, Scientific, or Divine.[18]Margaret Krohn

Asedios de nodos

Asedios de nodos (Pre-alpha footage).[31]

As some areas in the world grow, others will fall. This is the foundation of the living, breathing world that is Ashes of Creation, where players will have the ability to make important decisions that matter in the longevity of an area becoming a city, or whether to siege a rival town. Rise above the ashes, create the world around you, and be a part of the story that unfolds because of your actions and decisions.[18]Margaret Krohn

Los asedios a los nodos permiten a los jugadores destruir nodos.[18] Esto facilita el camino para el avance y acceso al contenido bloqueado de los nodos circundantes. Debido a esta dinámica, los conflictos e intrigas políticas juegan un papel muy importante en la estructura del mundo.[3]

  • Asediar un nodo no será una tarea sencilla para los atacantes. Las ciudades y las metrópolis dispondrán de una ventaja defensiva considerable.[3]
  • No habrá asedios de prueba, o prácticas de asiedio, aunque si que habrá sistema que simularán algunas de sus mecánicas.[32]
If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![34]Steven Sharif

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Combate

Alpha-2 solo PvE ranger combat.[37]

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.[38]Steven Sharif

El combate en Ashes of Creation se centra en la estrategia y la táctica.[39]

  • El combate es el sistema con el que más se interactúa en el juego. Es necesario que se sienta cómodo, móvil y fluído. Necesita dar una sensación desatisfacción.[38]
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.[40]Steven Sharif
  • El combate está basado en animaciones para garantizar que sea impactante y entusiasme.[41]
    • Los efectos visuales y de sonido son una parte importante a la hora de sentir la inmersión en el combate.[42][43]
    • Los efectos de cámara como el movimiento de la pantalla y el desenfoque radial, se emplean para "garantirzar esta inmersión sin que quede exagerado".[44]
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.[43]Keenan Reimer

Se implementará un sistema de combate mejorado durante y después de las pruebas de la Alpha-1.[45][46]

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Facciones

No hay facciones predefinidas en Ashes of Creation.[50]

We present the player with these soft friction events and then that determines who your friends and your foes are.[51]Steven Sharif

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.[52]Steven Sharif

Mundo abierto

Alpha-1 open world dungeon entrance.[53]

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.[54]Steven Sharif

Ashes of Creation será una experiencia absoluta de mundo abierto.[55]

  • No habrá ni tiempo, ni pantallas de carga entre regiones.[55]

Más o menos habrá una proporción de 80/20 entre mundo abierto y encuentros instanciados.[54][56][57]

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.[60]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.[55]Jeffrey Bard

El sistema de PvP flagging favorecerá las oportunidades de pvp abierto.[62]

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.[60]Steven Sharif

PvE

Alpha-1 Elder Dragon of the Tundra raid boss.[63]

The environment in Ashes of Creation is a visually stunning realm, with fantastical beasts and creations designed to both inspire awe and instill fear. The world is harsh and unforgiving, presenting a clear and present danger to the players. Dungeons, demons and dragons, oh MY! Our unique and adaptive AI means that an encounter with similar creatures will yield a completely different experience to adapt to as a player. Keeping you on your toes for constantly changing responses from your adversary. The world awaits its heroes.[64]

Elder Dragon of the Wood raid boss gameplay.[65]

Whenever you have a player versus environment setting you don't want a stagnant overly repetitive because its lackluster. It does not have that a component that engages.[66]Steven Sharif

El sistema de Nodos facilitará la creación de nuevo contenido PvE como misiones, mazmorras, raids y eventos de monedas de monstruo.[67]

There is going to be a lot of PvE content for all portions of the playerbase... Part of that risk versus reward: Your risk is your time you're putting in to having a chance at getting the reward and successfully completing; and that should feel good based on how much time you devote. Now I know that there's a spectrum of casual and hard-core players in the time there, what we can do, but that's why we have many different content paths that play towards how you affect the world around you.[68]Steven Sharif

El contenido PvE se adapta al desarrollo del mundo para evitar que sea repetitivo.[66]

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Pvp

Alpha-1 open world caravan Pvp.[69]

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.[64]

El Pvp (combate de jugador contra jugador) es el catalizador del cambio en Ashes of Creation.[70] El combate entre jugadores está diseñado para ser importante, desde las batallas de caravanas hasta enormes conflictos de mundo abierto en los que se lucha por el orgullo de reyes y reinas[67]

Because players are motivated by different things, because they want something from the game that other players don't want, that's going to cause people to butt heads. Different players are going to want different experiences and the conflict between the two of them will create a bigger and better thing. Out of strife comes rebirth and that's a core symbol, it's a core theme that occurs throughout the game.[34]Jeffrey Bard
Just because our flagging system gives corruption to PKers, doesn't mean PvP won't happen. There is plenty of reason for PvP to occur open-world.[75]Steven Sharif
Q: Have you considered a high-stakes loot drop PvP zone/area in Verra?
A: We have not; and the reason for that is our current PvP systems already allow for material risk essentially that's either through the flagging system or through other event-based pvp opt-in systems as well.[84]Steven Sharif

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Equipo

Pueden darse casos en donde el equipo se ligue al jugador (BoE or BoP) pero serán contadas excepciones, ya que esto no facilita los objetivos respecto a la economía.[86]

A lot of what we experienced in games that usually come before us is that many things are account bound and they're soulbound to your character... Instead very little here is character bound. Very very little. The vast majority of gear- yes you will get quest related gear as rewards- but it won't be let's say one set in one dungeon and you must run the dungeon over and over. Instead we want to really emphasize the reliance on the economy and crafters and gatherers and processors to support a majority of the gear structure in-game, combined with that of world raid bosses and dungeon bosses; not a repetitive quest line through a single dungeon.[88]Steven Sharif

Armas y armaduras no tienen bloqueo racial, pero las armaduras si que cambiarán su apariencia en función de la raza.[91][92]

Tipos de armas

Diferentes tipos de armas ofrecen diferentes habilidades pasivas y diferentes efectos por probabilidad (procs) dentro del árbol de habilidades del arma así como diferentes estadísticas.[94]

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.

Hay una diferencia clara entre las armas cuerpo a cuerpo y las armas a distancia.[95]

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Tipos de armadura

Dünir tier 5 plate armor 3D render.[107] This render does not include any special effects as a result of enchanting.[108]

Tipos de Armadura en Ashes of Creation:

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Razas

Cinco de las nueve razas jugables en Ashes of Creation.[116]De izquierda a derecha: Dünir hembra, Dünir macho, Niküa macho, Vek macho, Ren'Kai macho, Kaelar macho.

Ashes of Creation ofrece nueve razas jugables.[117][118]

Raza padre Raza
Humanos Aelan Kaelar.[119] Vaelune.[119]
Enanos Dünzenkell Dünir.[119] Niküa.[119]
Orcos Kaivek Ren'Kai.[119] Vek.[119]
Elfos Pyrian Empyrean.[119] Py'Rai.[119]
Tulnar.[120]

Verra es un mundo lleno de ricas y diversas culturas, y durante parte importante de su historia ha sido dominada por las grandes razas: Humanos en la costa y las planicies, Orcos en las colinas y los pantanos, Elfos en los bosques y las tierras de los ríos, y los estimados Enanos en las montañas. Las grandes razas han mantenido su dominio durante incontables guerras y escaramuzas contra las razas menores de Verra. A veces pueden pasar décadas entre estos estallidos de violencia. Hay otras razas menores en Verra. Algunas de estas razas existen en aldeas improvisadas o tribus. Algunas de las aldeas más grandes entre las razas menores están compuestas principalmente por Gigantes, grupos humanos menos respetables, Gnomos y Medianos. Los Medianos no son Medianos en el sentido tradicional de la palabra, sino más bien cruzas de sangre entre otras razas.[121]Steven Sharif

Vagando por algunos de los lugares más oscuros del mundo, viven siniestras abominaciones de la creación. Muchas veces, las grandes iglesias de la civilización envían héroes del estado para eliminar a estas mortales amenazas. Actualmente, existen cuatro grandes naciones en Verra. Esto es aproximadamente 25 años antes de la caída: el Imperio Aelano, el Reino Pyrian, el Protectorado Kaivek y la nación de los Dünzenkell. Pero no siempre fueron sólo cuatro grandes naciones. Hace mucho tiempo, las razas estaban divididas en muchas más naciones y ciudades-estado.[122]Steven Sharif

En los 7,000 años de historia escrita, se ha luchado guerra tras guerra. Algunas por tierra, otras por recursos y muchas por creencias. Reyes y casas reales de alzaban y caían con los años. Algunas fueron privadas de sus señoríos hace mucho. Existen muchas ciudades-estado en Verra. Algunas son bastiones autogobernados de repúblicas y democracias. Otras son estados vasallos al servicio de sus benefactores.[123]Steven Sharif

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Religiones

Religious temple in a Metropolis node.[7]

Estamos hablando de un panteón, no necesariamente de religiones separadas. Hay todo tipo de opciones y sobre quien es el mejor dios, o quien es el dios que se identifica mejor contigo.[124]Jeffrey Bard

Hay seis religiones principales así como una religión Tulnar/en el Reino Subterraneo[125][126][127]

  • La religión pretende ser algo inspirador, no algo estético.[128]
  • Elegir una religión permite a los jugadores recorrer un camino más iluminado u oscuro mediante las elecciones de sus misiones y otras acciones.[129][130][124]
    • Los jugadores no podrán adorar a Los Otros en los templos, pero ciertas misiones abrirán ciertas formas de adoración más oscuras.[131]

Habrá diferentes misiones. Ciertas acciones que los jugadores podrán tomar para, quizá, perseguir el lado más oscuro del metaverso, por decirlo de alguna manera.[129]Steven Sharif

A veces, en el pasado, los juegos han tratado de evitar enfatizar demasiado en la religión por los posibles paralelismos que pueden ocurrir entre lo que está en el mundo real y este reino de fantasía. Realmente no comparto esta teoría. Creo que la religión juega un papel muy importante en la historia de Ashes of Creation y se trata en gran medida, de esta idea casi monolítica del bien contra el mal; así que ese es realmente el quid de lo que será la narrativa general del juego. No estoy tratando de encasillar a los jugadores en "todos tienen que ser buenos"; como dije antes, habrá oportunidades para que los jugadores puedan desviarse de ese camino, si así lo deciden.[125]Steven Sharif

La religión Tulnar es una combinación de las creencias religiosas de las razas principales, así como de las creencias paganas de las razas menores a lo largo del tiempo, ya que coexistieron juntas en El Reino Subterraneo.[132]

The progression of the Tulnar- while they are still the staples of what were once the primary deities of the good pantheon remained for the Tulnar, over the time they existed and evolved into the society that they are at the return to Verra. It's much more similar... to the way the Creole religions advanced, with using components of Christianity as well as Voodoo and other smaller, more "paganesque" religions; and incorporated them into one. To that degree, you can correlate the way that society around the Tulnar has this almost combination of what were pagan beliefs from the minor races as well as the introductions of the major beliefs and religions from the major races, because they all came together in the Underrealm and survived in that regard. So you’re gonna see naturally a combination of those two things.[132]Steven Sharif

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Clases

Con 8 Arquetipos para combinar, los jugadores pueden elegir entre sesenta y cuatro (64) combinaciones para crear su clase.[134][135][136]

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

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Lore

Ashes of Creation logo.[137]

Ashes of Creation es una referencia directa a la historia. Sin revelar demasiado, el fénix será un símbolo persistente a lo largo de la primera fase de la historia, y el mundo que habitarán los jugadores es un mundo perdido hace mucho tiempo que ha sufrido una calamidad devastadora.[138]Jeffrey Bard

El Fénix es el avatar celestial de la Diosa de la creación. Su sacrificio protegió a la gente de Verra durante el apocalipsis.[139]Steven Sharif

Hay diferentes partes del Lore en Ashes of Creation.[140]

Estos arcos narrativos conducen a uno o más arcos de misiones.[140]

  • Es posible que algunas historias estén relacionadas con un camino más oscuro o malvado, si un personaje así lo elige.[124]

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.[141]Steven Sharif

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.[142]Jeffrey Bard

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Pilares del diseño

El diseño de Ashes of Creation se adhiere a cinco pilares principales.[143]

  1. Historia atractiva y envolvente
  2. Mundo reactivo
  3. Interacción entre jugadores
  4. Impacto de los jugadores
  5. Riesgo vs recompensa

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.[143]

Inspiración

Ashes of Creation se ha inspirado en otros MMORPG.[144]

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.[144]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.[146]Steven Sharif

Desarrollo abierto

Intrepid Studios ha adoptado un enfoque de desarrollo abierto (transparente), en lugar de compartir información a través de comunicados de prensa y anuncios cuidadosamente elaborados.[148]

  • Algunas características del juego estarán más pulidos que otros antes de ser presentados.[149]
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.[149]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.[148]Steven Sharif
  • El objetivo del desarrollo transparente es permitir la participación y los comentarios de la comunidad sin necesidad de comprar el acceso a las fases de prueba.[150]
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.[150]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.[151]Steven Sharif
  • Ciertos aspectos del juego no se revelarán antes de tiempo para evitar spoilers.[152][153]
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.[152]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.[154]

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.[150]Steven Sharif

Modelo por suscripción

Game time is currently purchasable in Pre-order packs.[155]

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.[156]

Ashes of Creation (MMORPG) es un juego basado en pago por suscription.[156]

  • 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.[164]
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.[166]Steven Sharif

Ashes of Creation Apocalypse era free-to-play.[167][168]

There is no P2W in Apocalypse or the MMORPG![168]

Expansiones

Las expansiones de DLC ([[[Release schedule|lanzamientos]] posteriores al lanzamiento del juego) se planifican con una periodicidad mensual, trimestral o semestral.[169][170]

  • 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..[174]

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.[175]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.[175]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.[172]Steven Sharif

Pay to win

Ashes of Creation no será pay to win.[176][166][177]

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.[177]

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.[166]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.[176]Steven Sharif

Las ranuras de inventario, las cajas de botín RNG y las pociones de XP se consideran pay to win.[178][179][180][181]

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.[178]

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.[180]Steven Sharif

Q: Will there be RNG boxes?
A: I dislike RNG. Archeage made me loath rng monetization gimmicks.[181]Steven Sharif

Tienda de cosméticos (micro transacciones)

Ashes of Creation cosmetic store.[185]

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.[166]Steven Sharif

La tienda de cosméticos permite a los jugadores comprar cosméticos para usarlos en Ashes of Creation.[186] La tienda de cosméticos ofrece artículos por tiempo y cantidad limitados para ayudar a sostener el desarrollo del juego.[187]

Nothing in our shop will ever be pay to win as we believe this practice greatly hurts the MMORPG genre.[188]

  • Los cosméticos de la tienda ofrecerán una variada selección de looks únicos.[189]

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.[187]Steven Sharif

  • Los objetos de la tienda de cosméticos no se podrán comerciar.[190] There will be no gifting mechanism for cosmetic items.[191]

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[191]Steven Sharif

Alts

Habrá un número suficiente de huecos disponibles de personajes para alts.[192][193]

There will be a comfortable level of character slots available to players because we are a subscription model game.[193]Steven Sharif

End-game

No tendremos el típico end-game en Ashes of Creation.[201]

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.[201]Jeffrey Bard

We want the game to be a living game, which means that all content should be relevant at all times. I’d say that we try to make as little distinction between the leveling up experience and the end game experience as possible. The whole journey is important to us, in order to maximize the fun people have during different stages of the game.[202]Sarah Flanagan

Calificación ESRB

Dead bodies in a Pre-alpha raid encounter.[203]

El objetivo es que Ashes of Creation tenga una calificación T de Adolescente (Teen), pero puede acabar teniendo una M de adulto (Mature) rating.[204]

  • Puede que haya una opción para desactivar la sangre y el gore en el juego.[205]
  • Es probable que haya lenguaje malsonante en las misiones.[206]

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.[206]Jeffrey Bard

Dificultad del juego

Ashes of Creation se situará en el nivel de dificultad más alto en lo que respecta al compromiso.[207]

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 that's the way we really want that emergent gameplay to 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.[208]Jeffrey Bard
There's a ton of room for difficulty on whatever scale... In a living world everything becomes much more difficult.[208]Peter Pilone

Curva de aprendizaje

Ashes of Creation será fácil de comprender pero difícil de dominar.[209]

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.[210]Steven Sharif

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 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.[211]Steven Sharif

Tipos de jugador

Ashes of Creation se adaptará a una gran variedad de tipos de jugadores, desde jugadores PVE o Pvp hasta jugadores de rol y crafters.[212]

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.[212]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 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.[212]Steven Sharif

Jugadores casual vs hardcore

Las diferentes vias de progresión en Ashes of Creation ofrecen diferentes "caminos" para los jugadores según el tiempo que tengan disponible para jugar.[213]

  • Algunas de estas vías se podrán lograr de forma más inmediata, y son más adecuadas para jugadores casuales.[213]
    • Los eventos "provocados" como las cravanas y los asedios permitirán a los jugadores casuales participar en eventos impactantes sin una inversión de tiempo significativa.[214]
    • Los personajes de nivel inferior serán útiles en las partes de los combates masivos, que no dependen de su nivel, como manejar armas de asedio, ayudar reparando las fortificaciones, otorgar "buffs" basados en la proximidad de posiciones clave, usar el sigilo o escalar muros. Todo esto es relevante para el devenir de la batalla y no requiere que el jugador tenga el nivel máximo o que tenga estadísticas de combate elevadas.[215]

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.[214]Steven Sharif

  • Otras vías de progresión requerirán una inversión de tiempo significativa que los jugadores casuales tardarán más en logran que los jugadores "hardcore".[213]
    • La contribución que pueden hacer un gran número de jugadores casuales trabajando juntos puede tener un mayor impacto en la progresión de un nodo que la de los jugadores "hardcore". Los jugadores "hardcore" pueden avanzar al contenido final del juego más rápido que los casuales, pero pueden carecer del número necesario para influir en los nodos en esos lugares tan rápido como la población más grande de jugadores casuales.[213]

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.[213]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.[216]Steven Sharif

Equilibrio de las clases

El equilibrio en Ashes of Creation está enfocado en el grupo, y no en el combate 1vs1"[217][218][219]

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.[219]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.[220]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.[217]Steven Sharif

Las sesenta y cuatro (64) clases están divididas en ocho arquetipos primarios. El equilibrio de las habilidades activas solo hace referencia a estos ocho arquetipos primarios. [218][221]

  • Hay cuatro grupos primarios de aumentos asignados a cada arquetipo base. El equilibrio de estos aumentos hace referencia a los cuatro grupos de aumentos para cada uno de los ocho arquetipos.[222][223][134][221][224]
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.

Ciertos arquetipos secundarios son capaces de reducir las diferencias frente a sus "counters".[225]

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.[218]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.[225]Steven Sharif

Traducción

Ashes of Creation pretende estar disponible en los siguientes idiomas: Inglés, Francés, Alemán, Ruso, Italiano, Polaco, Español, y Portugués.[226][227][228][229]

  • Anteriormente se dijo que el inglés, el francés, el alemán y el ruso estarían disponibles y que el italiano, el polaco y el español se añadirían más adelante.

[227][230]

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.[226]

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 servidores no estarán bloqueados por idioma.[228]

  • Es posible que haya servidores separados en la región de EU según el tipo de idioma.[227]

Plataformas

Ashes of Creation se lanzará para Windows PC.[232][233]

Q: Will the upgrade to UE5 affect the supported systems? A lot of people are like linux question mark.[232]

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.[232]Steven Sharif

Rendimiento

Rendimiento optimization when rendering 1300 simulated actors utilizing merged materials and meshes in Unreal Engine 5 Nanite.[235] This test was confirmed post-stream to be running on a RTX 3070.[236]

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.[237]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.[238]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.[240]

  • 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.[241][242]
  • Se ofrecerán opciones de alta escalabilidad para ajustar el renderizado y los efectos de partículas.[243]
  • El desenfoque de movimiento se podrá activar y desactivar.[244]
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.[241]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.[245][246][242]

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.[247]Steven Sharif

Unreal Engine 4

Unreal Engine 5 walkthrough.[248]

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.[248]Steven Sharif

unreal-engine-logo.png

Unreal Engine 5 is the graphical engine for Ashes of Creation.[248][249] The game was originally developed in Unreal Engine 4.[250] Migrating to UE5 early is expected to save time the long run compared to upgrading closer to release, or post-release.[251][252]

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.[255]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.[257]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.[260]Steven Sharif
  • Features (such as World partitions and One file per actor) make it much easier for multiple developers to work together.[251]
    • World partitions also enable Unreal Engine 5 maps to exceed the map size constraints of UE4 (~20 kilometers squared).[251]
Q: How does this upgrade to UE5 affect the Ashes of Creation release timeline?[251]
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.[251]Steven Sharif
  • As of January 24, 2022 all teams have moved over to Unreal Engine 5.[264]
    • The developers were able to transition to Unreal Engine 5.1.1 in February 2023 as part of milestone 4.[265][266][267]
    • The upgrade to Unreal Engine 5.2 was completed. The developers expect to start upgrading to 5.3 around the end of 2023.[268][269]
    • 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.[270]
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.[270]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.[271]

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.[272]Ry Schueller

Habrá multitud de servidores repartidos por las distintas regiones del mundo.[275]

  • Trás el lanzamiento, los usuarios podrán seleccionar su servidor en base al ping o la región que aparezca junto al servidor.[275]
  • 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.[275]

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.[275]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.[276]

Regiones

Ashes of Creation se lanzará con las siguientes regiones de servidores :[277][278]

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.[285]Steven Sharif

Se considerarán otras regiones servidoras en función del interés.[279][278]

  • Se está considerando Sudamérica debido al tráfico de esa región.[286]

Once we get closer to launch we'll update this information, which may include additional regions.[279]

Algunas regiones tendrán un precio de suscripción "armonizados", que refleje mejor sus economías locales. Estas regiones estarán separadas de las demás.[159]

  • Los jugadores podrán crear personajes en el servidor que deseen. No habrá bloqueo de regiones (fuera de las regiones armonizadas).[160]

Folks have always been able to make characters on any server they wish. We are not region locking anyone.[160]Margaret Krohn

Población de los servidores

Se impondrán límites de población en cada servidor.[287]

  • Se preveen entre 8-10k usuarios simultáneos por servidor.[288][285][289][290]
  • Al principio habrá un número limitado de cuentas registradas (aproximadamente 15,000) por servidor para ayudar a mitigar las colas de inicio de sesión.[291]
    • Este límite aumentará con el tiempo hasta unas 50.000 cuentas registradas por servidor.[291][292][293]
  • Puede haber colas para entrar en servidores con mucha población, pero el objetivo es evitar colas excesivamente largas.[293]
  • 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.[292][24]
  • 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.[276]

Historia en el servidor

El historial de cada servidor será registrado y se encontrará visible para los jugadores en la biblioteca de los nodos.[295][296]

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.[296]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.[297]

Instanciación de los servidores

No habrá capas de servidor (sharding) en los servidores.[298][299]

Tipos de servidores

Transferencia entre servidores

Las transferencias entre servidores, sin contar las fusiones, no serán posibles al principio.[302][202]

  • Los desarrolladores quieren evaluar el impacto en el alojamiento y otros sistemas cuando el lanzamiento está más cerca.[202]

Editores

Intrepid Studios autopublicará Ashes of Creation en las regiones de NA (Norteamérica), OCE (Oceanía) y SEA (Sudeste Asiático) regions.[303][304]

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.[305]Steven Sharif

El MMORPG Ashes of Creation no se publicará en la plataforma Steam.[306]

Payments

Q: What does this mean for my Ashes of Creation account with MY.GAMES moving forward?
A: In the coming weeks, we will announce the migration steps for moving your account to Intrepid Studios, rest assured all purchases and achievements will remain with your account.[305]
Q: What happens to my purchases on my MY.GAMES account moving forward?
A: The purchases and achievements you have on your MY.GAMES account will be migrated to the Intrepid Studios account management system.[305]
Q: What happens if I already have both a MY.GAMES account and an Ashes of Creation account?
A: If you currently own both an Intrepid Account and MY.GAMES account that you intend to migrate, you will be able to submit a support ticket and we will help to consolidate your accounts into one, if you so desire.[305]
Q: If I was a MY.GAMES customer, how can I purchase the individual monthly cosmetics that were not available through their website?
A: If you owned a pre-order package during the time of a desired individual monthly cosmetic, you will be able to submit a ticket through our customer support system, where we will then verify your eligibility to purchase the cosmetics and help to facilitate that purchase.[305]
Q: What will I need to do to play on European or Russian servers in the future?
A: You will need to ensure your migration in the coming weeks, and use your Intrepid account to access the game.[305]
Q: What does this mean for your regional and language support moving forward?
A: Intrepid Studios will be working to ensure proper localization in our supported languages as we build out our publishing operations in the EU.[305]
Q: If I don't want to transfer or migrate my MY.GAMES account, can I get a refund?
A: Any players who previously purchased their pre-order through MY.GAMES can submit a support request through MY.GAMES for a full refund.[305]
Q: What happens to my personal information associated with my MY.GAMES account?
A: When you migrate your account to Intrepid Studios, you will also be migrating the personal information associated with your account. If you would like to request that MY.GAMES removes your personal information, please reach out to their support team directly here.[305]

Read more...

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..[308]

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.[308]Steven Sharif

Voces de PNJs

Los PNJs tendrán locuciones de saludos narradas.[309][310]

  • Actualmente no está previsto que las misiones sean narradas.[309]
  • Añadir locuciones al juego más adelante es un cambio bastante cosmético.[309]

Is it difficult to add voice acting later? No, it's definitely not... It's a fairly cosmetic change.[309]Steven Sharif

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.[311]Steven Sharif

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.[312][313][314][315]

  • 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..[312][315]
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.[312]Steven Sharif
  • Los bots, tramposos, vendedores de oro y RMT se enfrentarán a duras sanciones por parte del equipo activo de GM/equipo comunitario.[316][315]
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.[316]Steven Sharif

Addons/mods

Los addons y los medidores de DPS y amenaza no se permitirán.[317][318][319][320]

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.[319]Steven Sharif
  • Los desarrolladores no quieren que se necesiten addons/mods para disfrutar del juego.[321]
  • Los desarrolladores creen que los medidores de DPS (parsers) pueden causar toxicidad y otros comportamientos negativos[318][322][320]
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.[318]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.[318]Steven Sharif
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.
  • Habrá integraciones disponibles para servicios de transmisión como Twitch y algunos otros servicios, pero no es algo que se ofrecerá a través de una API por el momento.[323]
  • El diseño de la API del juego aún está bajo consideración.[324]

Hitos

December 2015 First team members were hired.[325]
February 2016 Ashes of Creation design documentation and prototyping.[326][325]
December 10, 2016 Official website was launched and project announced.[325]
January 18, 2017 Official discord was launched.[327]
May 2, 2017 Kickstarter crowdfunding campaign launched with $750,000 funding goal.[328]
June 3, 2017 Kickstarter crowdfunding campaign completed with 19,576 backers raising $3,271,809.[329]
June 2017 Game production began with a team size of 15-20.[326]
June 21, 2017 El verano de la financiación campaign launched.[330]
July 22, 2017 Summer crowdfunding campaign completed with 2,485 backers.[331]
September 1, 2017 PAX West 2017.[332][333]
November 4, 2017 Raised $16,500 for Extra Life children's hospitals.[334]
December 15, 2017 Alpha-0 released on schedule.[335]
March 19-23, 2018 Game Developers Conference (GDC) 2018.[336]
April 5, 2018 PAX East 2018.[337]
August 15, 2018 Last day for purchases of Alpha-1 through Intrepid pre-order packs.[338]
August 20, 2018 At Gamescom with My.com.[339]
August 27, 2018 100 developers working on Ashes of Creation.[340]
September 1, 2018 PAX West 2018 panel.[341]
October 19, 2018 Ashes of Creation Apocalypse battle royale (previously called Alpha-1 phase 1 battlegrounds).[342]
November 4, 2018 Raised $20,518 for Rady Children's hospital with Extra Life.[343]
April 15, 2019 60 developers working on Ashes of Creation at San Diego offices (following disengagement with Malaysian art team).[344]
November 3, 2019 Raised $20,901 for Rady Children's hospital with Extra Life.[345]
August 21, 2020 Announced a mutual parting of ways with publisher My.games.[305]
October 17, 2020 Almost 3,000,000 registered accounts for Ashes of Creation.[346]
October 17, 2020 ~87 developers working on Ashes of Creation.[347]
November 8, 2020 Raised $88,546 for Rady Children's hospital with Extra Life.[348]
February 26, 2021 Official ashesofcreation.com website redesign.[349]
May 5, 2021 Alpha-1 sales resumed with the announcement of the Adventurer pre-order pack.[350]
May 17, 2021 Verbal NDA was lifted from Alpha-1 testing.[351]
July 9, 2021 Alpha-1 no-NDA preview weekend began on schedule.[352]
July 11, 2021 Alpha-1 no-NDA preview weekend completed on schedule.[353]
July 14, 2021 Alpha-1 no-NDA month long test began on schedule.[354][355]
August 15, 2021 Alpha-1 no-NDA month long test completed on schedule.[356]
November 7, 2021 Raised $34,485 for Rady Children's hospital with Extra Life.[357]
December 23, 2021 Announced that Ashes of Creation is moving to Unreal Engine 5.[248][249]
January 14, 2022 Over 120 people working on Ashes of Creation.[358]
November 5, 2022 Raised $77,939 for Rady Children's hospital with Extra Life.[359]
August 31, 2023 Over 150 people working on Ashes of Creation.[360]
November 5, 2023 Raised $76,964 for Rady Children's hospital with Extra Life.[361]
December 19, 2023 Over 170 people working full-time on Ashes of Creation.[362][363]
March 1, 2024 188 employees working on Ashes of Creation.[364]

Calendario de lanzamiento

El calendario de lanzamiento de Ashes of Creation está sujeto a cambios.[365]

Fase Tipo de lanzamiento Fecha estimada/Actual
Pre‑alpha Alpha-0.[366] December 15, 2017.[335]
APOC Ashes of Creation Apocalypse battle royale stress test (NDA).[367] September 7, 2018.[368]
Ashes of Creation Apocalypse battle royale stress test (NDA lifted).[342] October 19, 2018.[342]
Ashes of Creation Apocalypse battle royale open beta.[369] December 18, 2018.[370]
Ashes of Creation Apocalypse battle royale early access.[371] September 24, 2019.[372]
Ashes of Creation Apocalypse castle siege mode PI closed testing.[373] December 19, 2019.[373]
Ashes of Creation Apocalypse battle royale testing ends.[374] March 10, 2020.[307]
Alpha Alpha-1 early preview livestream.[375] March 27, 2020.[376]
Alpha-1 limited QA testing (NDA).[377][378] May 28, 2020.[379][380]
Alpha-1 preview pre-test 1 (NDA).[381] Dec 18 - Dec 21 2020.[381]
Alpha-1 preview pre-test 2 (NDA).[381] Feb 19 - Feb 22 2021.[382][383]
Alpha-1 preview intermittent spot testing (NDA).[384][385] Mar 19 - Jul 9 2021.[384][385]
Alpha-1 preview weekend (no NDA).[384] July 9 - July 11 2021.[353][352][384]
Alpha-1 (no NDA).[384] July 14 - August 15 2021.[356][386]
Alpha-2 spot testing (NDA).[387][388][389][390] November 2023.[391]
Alpha-2 (No NDA).[387][389][392][393] Q3 2024.[394][387][395]
Beta Beta-1. To be announced.[386]
Beta-2. To be announced.[386]
Pre‑release Head start for crowdfunding backers at the Founder level and above.[396] 1-2 days before launch.[396][161]
Release Launch (live) release. To be announced.[386][397]
Post‑launch Major releases (DLC expansions). Quarterly or six-monthly.[169][170]
Minor releases. Monthly.[169][170]

Accomplishments

  • MMORPG con más financiación de Kickstarter.[398]
  • Séptimo videojuego más financiado de Kickstarter.[399]
  • MMO más esperado – Premios a lo mejor de 2017 de MMORPG.com.[400]
  • MMORPG práctico de acceso anticipado más esperado – MMOs World.[401]
  • Gamescom 2018: Mejor juego independiente.[402]
  • Gamescom 2018: Mejor juego online.[402]
  • Mejor MMO independiente de 2020 – encuesta de los lectores de massivelyop.com.[403]
  • MMO más esperado de 2021 en adelante – encuesta de los lectores de massivelyop.com.[404]
  • TTop 10 de los mejores nuevos MMORPG para 2021 en adelante – Forbes.[405]
  • Mejor estudio de MMO de 2022 – MMOGames.[406]

Franchise

Ashes of Creation will be a franchise.[407]

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.[409]Steven Sharif

Gameplay videos

External links

Ver además

Referencias

  1. Transmisión en vivo, 2021-01-29 (46:48).
  2. 2.0 2.1 Ashes of Creation MMO.
  3. 3.0 3.1 3.2 3.3 3.4 A reactive world - Nodes.
  4. 4.0 4.1 Transmisión en vivo, 2022-10-28 (32:52).
  5. Pódcast, 2021-04-11 (46:44).
  6. Transmisión en vivo, 2022-10-14 (37:10).
  7. 7.0 7.1 7.2 Node series part II – the Metropolis.
  8. Node series part I
  9. 9.0 9.1 Blog: 10 facts about castle sieges in the MMORPG.
  10. 10.0 10.1 castle nodes.png
  11. 11.0 11.1 Pódcast, 2018-04-23 (15:14).
  12. 12.0 12.1 12.2 Blog - Know Your Nodes - The Basics.
  13. 13.0 13.1 Entrevista, 2018-08-24 (3:44).
  14. Transmisión en vivo, 2022-08-26 (1:18:54).
  15. Transmisión en vivo, 2022-08-26 (1:06:42).
  16. Transmisión en vivo, 2022-08-26 (1:05:47).
  17. 17.0 17.1 Transmisión en vivo, 2020-11-30 (37:16).
  18. 18.0 18.1 18.2 18.3 18.4 Blog - Know Your Nodes - Advance and Destroy.
  19. Vídeo, 2017-04-20 (0:02).
  20. Npc vending.jpg
  21. 21.0 21.1 Transmisión en vivo, 2017-10-16 (50:20).
  22. steven-quote-neighboring-nodes.png
  23. jahlon-steven-vassal-nodes-quote.png
  24. 24.0 24.1 24.2 Entrevista, 2020-07-18 (10:04).
  25. 25.0 25.1 Entrevista, 2020-07-08 (1:00:15).
  26. node xp.png
  27. Transmisión en vivo, 2021-09-24 (1:21:23).
  28. 28.0 28.1 Transmisión en vivo, 2017-05-26 (28:16).
  29. 29.0 29.1 29.2 29.3 29.4 Transmisión en vivo, 2022-10-14 (55:13).
  30. Transmisión en vivo, 2017-11-17 (55:27).
  31. Vídeo, 2016-12-04 (0:02).
  32. Twitch Bustin - Practice Sieges?
  33. 33.0 33.1 Transmisión en vivo, 2020-12-22 (1:13:51).
  34. 34.0 34.1 Vídeo, 2017-04-30 (5:31).
  35. 35.0 35.1 Transmisión en vivo, 2022-01-28 (17:50).
  36. 36.0 36.1 Vídeo, 2021-05-28 (25:44).
  37. Vídeo, 2022-09-30 (23:13).
  38. 38.0 38.1 Transmisión en vivo, 2020-08-28 (1:19:24).
  39. Transmisión en vivo, 2017-05-03 (17:59).
  40. Transmisión en vivo, 2022-06-30 (42:29).
  41. Vídeo, 2022-06-30 (21:19).
  42. Transmisión en vivo, 2022-12-02 (1:06:54).
  43. 43.0 43.1 Vídeo, 2022-06-30 (23:00).
  44. Vídeo, 2022-06-30 (24:18).
  45. steven-combat-revamp-update.png
  46. Vídeo, 2021-02-26 (6:17).
  47. 47.0 47.1 Transmisión en vivo, 2021-05-28 (1:13:05).
  48. Transmisión en vivo, 2022-05-27 (1:11:41).
  49. Transmisión en vivo, 2022-07-29 (1:05:20).
  50. Transmisión en vivo, 2017-05-26 (39:36).
  51. 51.0 51.1 51.2 51.3 51.4 Entrevista, 2020-07-18 (22:26).
  52. Transmisión en vivo, 2018-04-8 (PM) (11:27).
  53. Transmisión en vivo, 2020-04-30 (1:05:34).
  54. 54.0 54.1 Entrevista, 2020-07-19 (11:04).
  55. 55.0 55.1 55.2 55.3 Transmisión en vivo, 2017-05-22 (20:59).
  56. openworldinstancedsplit.png
  57. Transmisión en vivo, 2020-03-28 (1:48:36).
  58. dungeon open.png
  59. Pódcast, 2021-09-29 (34:11).
  60. 60.0 60.1 Pódcast, 2021-09-29 (35:17).
  61. steven-siege-zone.png
  62. Transmisión en vivo, 2017-05-19 (24:17).
  63. Vídeo, 2021-05-28 (5:40).
  64. 64.0 64.1 About Ashes of Creation.
  65. Vídeo, 2021-04-30 (4:51).
  66. 66.0 66.1 Pódcast, 2018-07-09 (22:24).
  67. 67.0 67.1 Ashes of Creation FAQ.
  68. Transmisión en vivo, 2018-04-8 (PM) (1:14:01).
  69. Vídeo, 2020-05-31 (1:09:50).
  70. pvp catalyst.png
  71. 71.0 71.1 Transmisión en vivo, 2022-10-28 (1:41:55).
  72. 72.0 72.1 72.2 72.3 72.4 72.5 72.6 Transmisión en vivo, 2022-10-28 (24:28).
  73. Transmisión en vivo, 2022-04-29 (41:27).
  74. 74.0 74.1 74.2 74.3 Transmisión en vivo, 2017-05-05 (14:26).
  75. 75.0 75.1 75.2 75.3 75.4 75.5 75.6 75.7 pvp meaningful.png
  76. Pódcast, 2021-04-11 (49:40).
  77. Transmisión en vivo, 2017-11-17 (45:19).
  78. Transmisión en vivo, 2022-08-26 (1:00:14).
  79. Transmisión en vivo, 2021-04-30 (1:06:41).
  80. Transmisión en vivo, 2023-02-24 (1:29:45).
  81. 81.0 81.1 Transmisión en vivo, 2022-06-30 (1:14:52).
  82. 82.0 82.1 Transmisión en vivo, 2021-08-27 (1:22:56).
  83. Transmisión en vivo, 2022-10-28 (13:53).
  84. Transmisión en vivo, 2022-03-31 (1:12:27).
  85. Transmisión en vivo, 2022-10-14 (51:25).
  86. Transmisión en vivo, 2017-05-15 (13:06).
  87. 87.0 87.1 Entrevista, 2020-07-18 (52:57).
  88. 88.0 88.1 88.2 Entrevista, 2018-08-24 (4:15).
  89. weapon augments.png
  90. class weapons.png
  91. Transmisión en vivo, 2017-05-26 (44:11).
  92. Transmisión en vivo, 2017-05-26 (20:46).
  93. Transmisión en vivo, 2022-09-30 (1:05:25).
  94. Transmisión en vivo, 2022-10-14 (18:34).
  95. 95.00 95.01 95.02 95.03 95.04 95.05 95.06 95.07 95.08 95.09 95.10 Transmisión en vivo, 2017-05-24 (14:15).
  96. clubs.png
  97. 97.0 97.1 Transmisión en vivo, 2018-05-04 (33:56).
  98. Vídeo, 2020-03-23 (0:41).
  99. Transmisión en vivo, 2017-07-28 (45:21).
  100. Lances.jpg
  101. Transmisión en vivo, 2020-04-30 (1:26:15).
  102. Transmisión en vivo, 2018-05-04 (33:27).
  103. Transmisión en vivo, 2019-09-27 (1:06:44).
  104. Transmisión en vivo, 2017-05-24 (18:40).
  105. Rapiers.png
  106. Transmisión en vivo, 2017-12-15 (59:49).
  107. Steven Sharif Twitter.
  108. Transmisión en vivo, 2022-01-28 (56:12).
  109. helmet.jpg
  110. 110.0 110.1 110.2 110.3 Transmisión en vivo, 2018-02-09 (7:31).
  111. no capes!.jpg
  112. Transmisión en vivo, 2018-02-09 (15:01).
  113. Polymorphic Breastplate.png
  114. 114.0 114.1 Transmisión en vivo, 2017-07-28 (31:30).
  115. belt items.jpg
  116. races-feedback.png
  117. Transmisión en vivo, 2020-04-30 (1:00:57).
  118. Transmisión en vivo, 2018-09-01 (1:02:18).
  119. 119.0 119.1 119.2 119.3 119.4 119.5 119.6 119.7 Ashes of Creation race breakdown.
  120. Kickstarter $2,500,000 New Player Race Achieved.
  121. Transmisión en vivo, 2018-11-03 (0:00:54).
  122. Transmisión en vivo, 2018-11-03 (0:01:57).
  123. Transmisión en vivo, 2018-11-03 (0:02:35).
  124. 124.0 124.1 124.2 Transmisión en vivo, 2017-05-26 (15:37).
  125. 125.0 125.1 Pódcast, 2020-11-15 (29:23).
  126. Entrevista, 2020-07-19 (23:15).
  127. religions2.jpg
  128. Transmisión en vivo, 2017-05-08 (44:51).
  129. 129.0 129.1 Pódcast, 2020-11-15 (20:04).
  130. Transmisión en vivo, 2018-04-8 (AM) (16:50).
  131. Transmisión en vivo, 2021-07-30 (1:13:11).
  132. 132.0 132.1 Pódcast, 2020-11-15 (31:13).
  133. Transmisión en vivo, 2019-11-22 (24:33).
  134. 134.0 134.1 Entrevista, 2020-07-18 (1:05:04).
  135. Ashes of Creation class list.
  136. archetypeclass.png
  137. Ashes of Creation Press Kit.
  138. Interview, 2016-12-7.
  139. steven-phoenix.png
  140. 140.0 140.1 140.2 140.3 140.4 Transmisión en vivo, 2018-01-18 (39:08).
  141. Vídeo, 2018-04-05 (37:50).
  142. Vídeo, 2018-04-05 (37:13).
  143. 143.0 143.1 design pillars.png
  144. 144.0 144.1 144.2 144.3 144.4 144.5 Entrevista, 2018-08-24 (8:35).
  145. CC effects do notapply to non-combatants.png
  146. 146.0 146.1 Entrevista, 2020-07-29 (9:02).
  147. steven-l2.png
  148. 148.0 148.1 A chat with Ashes of Creation's Steven Sharif, 2017-06-7.
  149. 149.0 149.1 Transmisión en vivo, 2022-04-29 (21:00).
  150. 150.0 150.1 150.2 Transmisión en vivo, 2021-12-23 (1:23:41).
  151. Entrevista, 2018-10-20 (3:43:52).
  152. 152.0 152.1 transparency.png
  153. Transmisión en vivo, 2018-05-04 (39:41).
  154. kickstarter box cost.png
  155. Pre-order packs
  156. 156.0 156.1 kickstarter subscription.png
  157. toast-subscription.png
  158. Transmisión en vivo, 2018-05-04 (53:34).
  159. 159.0 159.1 Transmisión en vivo, 2020-07-25 (1:21:03).
  160. 160.0 160.1 160.2 margaret-region-locking.png
  161. 161.0 161.1 braver of worlds.png
  162. Summer Braver of Worlds.png
  163. steven-lifetime.png
  164. Transmisión en vivo, 2021-02-26 (1:08:47).
  165. alpha-1-and-game-time.png
  166. 166.0 166.1 166.2 166.3 Transmisión en vivo, 2020-07-25 (1:53:46).
  167. Transmisión en vivo, 2018-10-31 (38:47).
  168. 168.0 168.1 Blog: Steam Announce And Play Test FAQ For Ashes of Creation Apocalypse
  169. 169.0 169.1 169.2 169.3 169.4 169.5 169.6 169.7 169.8 Entrevista, 2021-02-07 (21:57).
  170. 170.0 170.1 170.2 Transmisión en vivo, 2017-05-08 (11:14).
  171. screenshot 328.png
  172. 172.0 172.1 Transmisión en vivo, 2018-08-17 (1:02:38).
  173. 173.0 173.1 173.2 173.3 173.4 Transmisión en vivo, 2020-06-26 (1:26:54).
  174. Entrevista, 2021-06-13 (42:22).
  175. 175.0 175.1 Transmisión en vivo, 2017-06-01 (19:12).
  176. 176.0 176.1 Transmisión en vivo, 2020-11-30 (56:02).
  177. 177.0 177.1 kickstarter p2w.png
  178. 178.0 178.1 178.2 loot-boxes.png
  179. 179.0 179.1 Transmisión en vivo, 2020-07-25 (48:28).
  180. 180.0 180.1 Pódcast, 2018-08-04 (1:57:56).
  181. 181.0 181.1 RNG boxes.png
  182. Entrevista, 2021-06-13 (48:27).
  183. steven-multi-boxing-3.png
  184. steven-multiple-accounts.png
  185. Ashes of Creation cosmetic store.
  186. cosmetics obtaining.png
  187. 187.0 187.1 187.2 Transmisión en vivo, 2018-04-8 (PM) (58:29).
  188. 188.0 188.1 kickstarter microtransactions.png
  189. equitable-cosmetics-quote.png
  190. cash shop non tradable.jpg
  191. 191.0 191.1 Entrevista, 2018-05-11 (32:36).
  192. Transmisión en vivo, 2017-05-15 (18:25).
  193. 193.0 193.1 Pódcast, 2017-05-04 (51:52).
  194. Transmisión en vivo, 2021-04-30 (1:17:40).
  195. 195.0 195.1 Transmisión en vivo, 2021-07-30 (1:14:33).
  196. Transmisión en vivo, 2017-05-15 (19:15).
  197. steven-cosmetic-reassignment.png
  198. Kickstarter item application.jpg
  199. kickstarter mounts.png
  200. Transmisión en vivo, 2017-05-24 (32:07).
  201. 201.0 201.1 Vídeo, 2018-04-05 (40:08).
  202. 202.0 202.1 202.2 February 8, 2019 - Questions and Answers.
  203. Transmisión en vivo, 2017-11-17 (23:00).
  204. Entrevista, 2018-08-17 (31:09).
  205. Transmisión en vivo, 2017-11-17 (33:56).
  206. 206.0 206.1 Transmisión en vivo, 2018-05-04 (49:45).
  207. 207.0 207.1 Transmisión en vivo, 2022-12-02 (1:05:51).
  208. 208.0 208.1 Transmisión en vivo, 2018-06-04 (7:25).
  209. Pódcast, 2018-05-11 (33:09).
  210. Ashes of Creation Forums - No participation trophy.
  211. Pódcast, 2018-05-11 (33:09).
  212. 212.0 212.1 212.2 Vídeo, 2018-04-05 (44:06).
  213. 213.0 213.1 213.2 213.3 213.4 Pódcast, 2021-04-11 (18:35).
  214. 214.0 214.1 Vídeo, 2018-04-05 (48:03).
  215. Entrevista, 2020-07-08 (1:12:51).
  216. Vídeo, 2018-04-05 (49:36).
  217. 217.0 217.1 217.2 217.3 Transmisión en vivo, 2023-12-19 (1:25:16).
  218. 218.0 218.1 218.2 Transmisión en vivo, 2020-10-30 (33:26).
  219. 219.0 219.1 219.2 Pódcast, 2018-04-23 (59:28).
  220. 220.0 220.1 Transmisión en vivo, 2023-12-19 (1:23:00).
  221. 221.0 221.1 Entrevista, 2018-10-20 (2:40:17).
  222. Pódcast, 2021-09-29 (30:04).
  223. Transmisión en vivo, 2021-06-25 (1:05:01).
  224. Transmisión en vivo, 2018-02-09 (41:56).
  225. 225.0 225.1 Pódcast, 2018-04-23 (1:01:01).
  226. 226.0 226.1 226.2 What languages will Ashes of Creation be in?
  227. 227.0 227.1 227.2 Entrevista, 2018-08-24 (2:35).
  228. 228.0 228.1 228.2 Transmisión en vivo, 2017-05-17 (1:09:22).
  229. 229.0 229.1 Transmisión en vivo, 2017-05-24 (45:49).
  230. spanish.png
  231. Entrevista, 2018-08-24 (3:19).
  232. 232.0 232.1 232.2 232.3 232.4 Transmisión en vivo, 2021-12-23 (48:45).
  233. 233.0 233.1 Transmisión en vivo, 2017-05-26 (38:30).
  234. Transmisión en vivo, 2017-05-24 (23:50).
  235. Transmisión en vivo, 2021-12-23 (1:10:09).
  236. RTX3070clarification.png
  237. Transmisión en vivo, 2021-12-23 (1:08:42).
  238. Transmisión en vivo, 2021-09-24 (52:48).
  239. Transmisión en vivo, 2019-12-17 (51:20).
  240. alpha-1-fps.png
  241. 241.0 241.1 Transmisión en vivo, 2023-01-27 (1:07:12).
  242. 242.0 242.1 Transmisión en vivo, 2018-08-17 (1:07:51).
  243. game system.jpg
  244. Transmisión en vivo, 2018-05-04 (43:35).
  245. Transmisión en vivo, 2020-07-25 (54:10).
  246. Transmisión en vivo, 2019-11-22 (1:08:05).
  247. steven-server-performance.png
  248. 248.0 248.1 248.2 248.3 Vídeo, 2021-12-23 (0:00).
  249. 249.0 249.1 Transmisión en vivo, 2021-12-23 (19:59).
  250. unreal.jpg
  251. 251.0 251.1 251.2 251.3 251.4 251.5 251.6 Transmisión en vivo, 2021-12-23 (40:53).
  252. Transmisión en vivo, 2021-12-23 (50:50).
  253. Transmisión en vivo, 2021-12-23 (49:39).
  254. Transmisión en vivo, 2021-12-23 (42:09).
  255. 255.0 255.1 Transmisión en vivo, 2021-12-23 (55:32).
  256. Vídeo, 2021-12-23 (23:53).
  257. 257.0 257.1 257.2 Transmisión en vivo, 2021-12-23 (54:00).
  258. 258.0 258.1 Transmisión en vivo, 2021-12-23 (52:52).
  259. 259.0 259.1 Vídeo, 2021-12-23 (2:54).
  260. Transmisión en vivo, 2021-12-23 (52:58).
  261. Transmisión en vivo, 2023-10-31 (1:37:17).
  262. Transmisión en vivo, 2017-05-03 (26:50).
  263. Transmisión en vivo, 2021-12-23 (47:51).
  264. Transmisión en vivo, 2022-01-28 (7:26).
  265. Transmisión en vivo, 2023-03-31 (1:10:30).
  266. Transmisión en vivo, 2023-02-24 (1:14:41).
  267. Transmisión en vivo, 2023-01-27 (1:07:46).
  268. steven-ue5.jpg
  269. Transmisión en vivo, 2023-04-07 (1:21:29).
  270. 270.0 270.1 Transmisión en vivo, 2023-03-31 (1:27:15).
  271. Transmisión en vivo, 2017-05-19 (37:03).
  272. roshen servers.png
  273. Official Livestream - May 4th @ 3 PM PST - Q&A
  274. Transmisión en vivo, 2023-01-27 (4:18).
  275. 275.0 275.1 275.2 275.3 Transmisión en vivo, 2018-09-27 (48:13).
  276. 276.0 276.1 276.2 Transmisión en vivo, 2021-11-19 (52:35).
  277. Entrevista, 2017-05-08 (22:06).
  278. 278.0 278.1 Transmisión en vivo, 2017-05-24 (40:50).
  279. 279.0 279.1 279.2 279.3 279.4 279.5 server-locations.png
  280. 280.0 280.1 na and eu servers.jpg
  281. 281.0 281.1 281.2 281.3 Ashes of Creation FAQ: Where will your servers be?
  282. 282.0 282.1 servers SEA OCE.png
  283. steven-oce-servers.png
  284. Reddit Q&A, 2019-01-8.
  285. 285.0 285.1 Transmisión en vivo, 2018-04-8 (AM) (26:41).
  286. Transmisión en vivo, 2018-07-09 (47:54).
  287. Transmisión en vivo, 2017-05-17 (59:25).
  288. Transmisión en vivo, 2021-10-29 (1:14:00).
  289. Vídeo, 2018-09-06 (4:25).
  290. server population.png
  291. 291.0 291.1 steven-jahlon-accounts-per-server.jpg
  292. 292.0 292.1 steven-server-accounts.png
  293. 293.0 293.1 Entrevista, 2020-07-18 (12:56).
  294. Kickstarter packages.
  295. Blog: Know Your Nodes - Scientific Node Type
  296. 296.0 296.1 Entrevista, 2018-04-20 (9:20).
  297. Transmisión en vivo, 2017-05-26 (51:37).
  298. Transmisión en vivo, 2017-05-08 (36:26).
  299. Transmisión en vivo, 2017-07-28 (35:42).
  300. Transmisión en vivo, 2017-05-10 (35:27).
  301. MMORPG Interview, 2016-12-12.
  302. Transmisión en vivo, 2022-10-14 (2:53).
  303. steven-publishing-oce-sea.png
  304. Entrevista, 2018-08-21 (11:20).
  305. 305.00 305.01 305.02 305.03 305.04 305.05 305.06 305.07 305.08 305.09 305.10 Blog: New Adventure Awaits.
  306. ashes-steam.png
  307. 307.0 307.1 apoc-offline.png
  308. 308.0 308.1 Transmisión en vivo, 2018-04-8 (PM) (39:48).
  309. 309.0 309.1 309.2 309.3 Entrevista, 2018-10-20 (2:22:09).
  310. Transmisión en vivo, 2018-04-8 (AM) (25:12).
  311. Transmisión en vivo, 2018-04-8 (AM) (24:14).
  312. 312.0 312.1 312.2 Entrevista, 2020-07-19 (1:12:37).
  313. Transmisión en vivo, 2017-11-17 (38:35).
  314. Massively OP, 2017-06-1
  315. 315.0 315.1 315.2 Transmisión en vivo, 2018-02-09 (20:40).
  316. 316.0 316.1 Transmisión en vivo, 2022-08-26 (1:32:45).
  317. Entrevista, 2023-09-10 (34:51).
  318. 318.0 318.1 318.2 318.3 318.4 Transmisión en vivo, 2023-02-24 (1:19:29).
  319. 319.0 319.1 Ashes of Creation Forums - No Damage Meter?
  320. 320.0 320.1 Transmisión en vivo, 2017-05-10 (20:02).
  321. Entrevista, 2018-10-20 (6:29).
  322. Transmisión en vivo, 2020-04-30 (1:28:19).
  323. Entrevista, 2018-05-11 (49:03).
  324. Transmisión en vivo, 2017-05-10 (21:41).
  325. 325.0 325.1 325.2 MASSIVELY OP interview: Ashes of Creation on a new way to MMO.
  326. 326.0 326.1 steven-milestones.png
  327. Ashes Discord.png
  328. Ashes of Creation Kickstarter campaign
  329. Ashes of Creation Kickstarter.
  330. Summer Crowdfunding.png
  331. summerended.png
  332. PAX West 2017 Schedule.
  333. PAX West 2017 Map.
  334. Intrepid Studios Dev Team.
  335. 335.0 335.1 Transmisión en vivo, 2018-01-18 (2:48).
  336. GDC.png
  337. PAX East.png
  338. Newsletter, 2018-08-7
  339. gamescom.png
  340. Ashes of Creation Gamescom 2018 Interview: Responding to Criticism.
  341. Newsletter, 2018-08-7
  342. 342.0 342.1 342.2 alpha1-phase-1-update.png
  343. Intrepid Studios Extra Life 2018 (@MediaAoC).
  344. Entrevista, 2019-04-15 (5:09).
  345. extralife2019.png
  346. Entrevista, 2020-10-17 (18:36).
  347. Entrevista, 2020-10-17 (56:55).
  348. extralife2020.png
  349. Transmisión en vivo, 2021-02-26 (9:51).
  350. Ashes of Creation Store: May cosmetics.
  351. steven-a1-verbal-nda.png
  352. 352.0 352.1 Ashes of Creation Twitter - Alpha-1 Preview Weekend Begins
  353. 353.0 353.1 steven-a1preview-end.png
  354. toast-a1-launch.png
  355. Guide to Alpha One.
  356. 356.0 356.1 alpha-1-end.png
  357. extralife2021.png
  358. Entrevista, 2022-01-14 (9:11).
  359. extralife2022.png
  360. Transmisión en vivo, 2023-08-31 (2:16:45).
  361. extralife2023.png
  362. Steven Sharif Christmas message, 2023.
  363. Transmisión en vivo, 2023-12-19 (1:32:23).
  364. steven-employees.png
  365. kickstarter release schedule.png
  366. alpha-0 pre-alpha.png
  367. Transmisión en vivo, 2018-09-01 (54:06).
  368. alpha-1-stress-test-3.png
  369. Press release - Ashes of Creation Apocalypse Launches December 18.
  370. apoc-beta.png
  371. Blog: Ashes of Creation Apocalypse heads into early access.
  372. @AoCApocalypse on Twitter.
  373. 373.0 373.1 Transmisión en vivo, 2019-12-17 (18:33).
  374. Blog: Early Access for Ashes of Creation Apocalypse Battle Royale Testing Ends.
  375. March 2020 newsletter.
  376. Vídeo, 2020-03-23 (0:01).
  377. alpha-1-nda-2.png
  378. alpha-1-nda-1.png
  379. steven-a1-testing-start.png
  380. Creative Director's Letter, 2020-04-1.
  381. 381.0 381.1 381.2 Blog: Creative Director's Letter, October 16 2020
  382. Transmisión en vivo, 2021-02-26 (14:58).
  383. Blog: Creative Director's Letter, January 2021.
  384. 384.0 384.1 384.2 384.3 384.4 Alpha One Schedule Update, May 10 2021.
  385. 385.0 385.1 An Update on Alpha One Schedule, March 12 2021
  386. 386.0 386.1 386.2 386.3 release-dates.png
  387. 387.0 387.1 387.2 Transmisión en vivo, 2023-09-29 (55:34).
  388. Entrevista, 2023-07-09 (26:35).
  389. 389.0 389.1 Transmisión en vivo, 2023-03-31 (5:57).
  390. Transmisión en vivo, 2022-10-14 (17:05).
  391. steven-a2-spot-testing-started.png
  392. Transmisión en vivo, 2018-01-18 (25:22).
  393. alpha and beta phases.png
  394. Intrepid Studios Support - What are the Alpha/Beta Release dates?
  395. vaknar-a2.png
  396. 396.0 396.1 founder.png
  397. Transmisión en vivo, 2019-03-08 (57:26).
  398. kickstarter most funded MMORPG.png
  399. kickstarter most funded video game.png
  400. MMORPG.com's Best of 2017 Awards.
  401. Most Anticipated MMORPGs For 2018.
  402. 402.0 402.1 DualShockers’ Gamescom 2018 Awards
  403. MassivelyOP 2020 awards reader's poll.
  404. MassivelyOP reader's poll.
  405. Forbes: Top 10 Best Upcoming New MMORPGs For 2021 And Beyond
  406. Twitter - MMOGames.
  407. 407.0 407.1 Transmisión en vivo, 2017-05-17 (41:27).
  408. Transmisión en vivo, 2018-10-31 (35:00).
  409. 409.0 409.1 409.2 Transmisión en vivo, 2023-04-07 (1:24:36).
  410. Transmisión en vivo, 2018-11-03 (0:00:17).