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Ashes of Creation
Ashes of Creation is an upcoming MMORPG set in a world of high fantasy where player’s choices will shape and define the world around them.[1]
When it comes to how MMO’s have been traditionally designed, most gamers are familiar with two distinct types of gameplay loops: the “theme park”, and the “sandbox”. The vast majority of MMO’s we’ve all seen come and go in the gaming industry have been of the theme park variety – these games put the player onto a specific path, guiding them along, with plenty of pretty sights in between the same old quest hubs, very little in divergent paths, virtually no freedom in player progression. Recently the MMO genre has seen some games of the sandbox nature come onto the scene, but despite the ultimate freedom the sandbox affords players, many are left wanting more, as there is by definition no pre built world content, no human touch, just the vastness of the “sand” for lack of a better term. Thus many MMO players often find themselves caught between the repetitive rock of the theme park or the vast dead spaces of the sandbox’s hard place. This chasm between the state of MMO gameplay loops is where we intend to inject Ashes of Creation’s Node system.[1]
In order for sandbox mechanics to mean something, there must be curated content to accompany the player’s choices. Which means, as the developers, we must create that Themebox style content but for every possible path the community may take.[2] – Steven Sharif
Nodos
En cada servidor hay localizaciones de desorrollo o evolución cuidadosamente colocados, llamados Nodos.[5]
- Habrá 85 ubicaciones de nodos comunes en el lanzamiento con 15 nodos de castillo adicionales (5 castillos x 3 nodos de castillo cada uno)[6][7][8] para un total de 100 nodos.[9][10]
- Anteriormente los desarrolladores habían estimado que habría 103 ubicaciones de nodos comunes con 15 nodos de castillo para un total de 118 nodos.[9][10][6][7][8]
- Esta disminución del número de nodos no afecta a la cantidad de alojamientos de jugadores, o a la capacidad del servidor estimada.[11][12]
- 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.[13] – Steven Sharif
- Habrá 9 ubicaciones de nodos en el Alpha-1.[14]
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.[9] – 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.[15][5]
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.[16]
- Los nodos avanzan hacia su primera fase muy rápido. Esto habilita algunos PNJs como vendedores o el almacenamiento de objetos.[17]
- Cuanto más avanza el nodo, más ámplia se vuelve su ZOI.[3]
- 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.[18]
- El sistema de vasallaje comienza cuando un nodo alcanza la fase de Aldea (fase 3), sin embargo, los nodos vecinos a partir de la fase Expedición (fase 1)también bloquean el avance de sus propios nodos vecinos.[19][20]
- 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.[21]
- 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.[22]
- 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.[21] – 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.[22] – Steven Sharif
- Un nodo no recibirá experiencia de los nodos dentro de su ZOI hasta que ese nodo no haya alcanzado su límite.[18]
- Los ciudadanos de un nodo pueden contribuir al avance de otros.[23]
- El porcentaje de experiencia que ganan los nodos será equitativa entre los cuatro tipos de nodo.[24]
- 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.[25] – Steven Sharif
La mejora del nodo mostrará una serie de animaciones y efectos visuales (dentro del área del nodo).[26][15]
- Los jugadores serán desplazados a zonas seguras si se cruzan con nuevos objetos generados durante el avance del nodo.[26][27]
- 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.[26]
- Algunos PNJs comenzarán con actividades de construcción.[26]
- Los jugadores fuera del nodo podrán ver como el aspecto del nodo va cambiando a medida que avanza hacia su nuevo nivel.[26]
- 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.[15] – Margaret Krohn
Asedios de nodos
Los asedios a los nodos permiten a los jugadores destruir nodos.[15] 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.[5]
- Asediar un nodo no será una tarea sencilla para los atacantes. Las ciudades y las metrópolis dispondrán de una ventaja defensiva considerable.[5]
- No habrá asedios de prueba, o prácticas de asiedio, aunque si que habrá sistema que simularán algunas de sus mecánicas.[29]
- Las penalización por muerte no aplicarán en los eventos basados en objetivos como son los asedios a los nodos.[30]
- If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![31] – Steven Sharif
- La mayor parte del contenido (~80%) en Ashes of Creation es de mundo abierto pero puede haber combates instanciados dentro de los asedios a castillos y nodos donde grupos específicos pueden participar en combates pequeños y de corta duración basados en objetivos para conseguir puntos de ruta.[32]
Combate
El combate en Ashes of Creation se centra en la estrategia y la táctica.[36]
- 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.[35]
- 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.[37] – Steven Sharif
- El combate está basado en animaciones para garantizar que sea impactante y entusiasme.[38]
- Los efectos visuales y de sonido son una parte importante a la hora de sentir la inmersión en el combate.[39][40]
- Los efectos de cámara como el movimiento de la pantalla y el desenfoque radial, se emplean para "garantirzar esta inmersión sin que quede exagerado".[41]
- 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.[40] – Keenan Reimer
Se implementará un sistema de combate mejorado durante y después de las pruebas de la Alpha-1.[42][43]
- El combate de la Alpha-1 estuvo centrado en las funcionalidades principales en lugar de buscar un equilibrio en el combate balance.[44]
- El combate en el Alpha-2 incluirá arquetipos, una cantidad significatiba de habilidades de soporte, aumentos, split-body combat, ataques de armas, y multidud de items, entre otras cosas.[45]
- Los desarrolladores probarán si merece la pena emplear o no los cooldowns globales GCDs en los diferentes tipos de habilidades durante la Alpha-2.[46]
Facciones
No hay facciones predefinidas en Ashes of Creation.[47]
- Hay "pseudo-facciones" (facciones temporales) en Ashes of Creation.[48]
- Las guerras de nodos marcan a los ciudadanos de los nodos en guerra y a sus aliados como enemigos durante la duración de la guerra de nodos.[48]
- Las guerras de guilds marcan a los miembros de las guilds en guerra y a sus aliados como enemigos durante la duración de las guerras de clanes.[48]
- Las diferentes organizaciones sociales ofrecen líneas de misiones para atacar otras organizaciones.[48]
We present the player with these soft friction events and then that determines who your friends and your foes are.[48] – 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.[49] – Steven Sharif
Mundo abierto
Ashes of Creation será una experiencia absoluta de mundo abierto.[52]
Más o menos habrá una proporción de 80/20 entre mundo abierto y encuentros instanciados.[51][53][54]
- Los asedios a castillos y nodos pueden tener zonas instanciadas donde grupos específicos pueden participar en encuentros basados en objetivos.[32]
- Las mazmorras y las raids mantendrán una sensación de mundo abierto, aprovechando al mismo tiempo las mecánicas instanciadas.[55]
- 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.[57] – 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.[52] – Jeffrey Bard
El sistema de PvP flagging favorecerá las oportunidades de pvp abierto.[59]
- 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.[57] – Steven Sharif
PvE
El sistema de Nodos facilitará la creación de nuevo contenido PvE como misiones, mazmorras, raids y eventos de monedas de monstruo.[64]
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.[65] – Steven Sharif
El contenido PvE se adapta al desarrollo del mundo para evitar que sea repetitivo.[63]
Pvp
El Pvp (combate de jugador contra jugador) es el catalizador del cambio en Ashes of Creation.[67] 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[64]
- 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.[31] – Jeffrey Bard
- La mayor parte de los jugadores experimentarán el Pvp a través de campos de combate basados en objetivos opciononales. Esto encuentros, que suponen un riesgo muy alto pero también ofrecen una recompensa acorde, no emplean el sistema de corrupción.[68][69][70][71]
- Asedios.[69][72][71][73][71]
- Caravanas.[69][71][72]
- Guerras de clanes.[69][74][72]
- PvP naval en mar abierto.[69][75][76]
- Better things in more abundance can be found in the open-sea zone. And as a result, that is why there's an added level of risk associated with opting into those locations.[68] – Steven Sharif
- Las penalizaciones por muerte no se aplican (casi nunca) en los eventos basados en objetivos (también llamados eventos autorizados "sanctioned events").[77][78][79][30]
- La degradación de equipo si que se aplica al morir durante los eventos de PvP de caravanas.[78][79]
- También hay diferentes motivos para entablar un combate de PvP de mundo abierto, entrando en juego en este caso el flageo del jugador y el sistema de corrupción.[69][72]
- Se espera que el riesgo de ganar corrupción disuada a la mayoría de los jugadores de "grifear" a otros jugadores, aunque no significa que el PvP no vaya a ocurrir.[80][72]
- 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.[72] – 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.[81] – Steven Sharif
- Los arquetipos como el tanque y el bardo serán opciones viables en el Pvp gracias a la filosifía de diseño de piedra-papel-tijera, donde cada clase tiene ventaja natural contra determinadas composiciones de habilidades.[82]
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.[83]
- Muy poco equipo estará ligado a la cuenta o al alma en Ashes of Creation.[84][85]
- La economía del juego se basa en la elaboración y degradación de los objetos.[84]
- El equipo se puede obtener mediante elaboración, recoleción y procesado además de en jefes de raids y mazmorras.[85]
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.[85] – Steven Sharif
- Armas and armor are not class locked, but certain classes are more efficient with certain types of weapons or armor.[86][87]
- Armas and armor are not race locked, but armor will take on a racial appearance.[88][89]
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.[91]
- Hachas (A una y dos manos).[92]
- Arcos.[92]
- Garrotes.[93]
- Ballestas.[94]
- Dagas.[92]
- Martillos.[95][96]
- Lanzas de caballería.[97]
- Mazas (A una y dos manos).[92]
- Orbes.[92]
- Polearms/Halberds.[92]
- Lanzadores de pociones (probablemente).[94][98]
- Cetros.[99]
- Escudos.[92]
- Lanzas (A una mano).[100][101]
- Libros de hechizos.[92]
- Bastones.[92]
- Espadas/Estoques (A una y dos manos).[92][102]
- Varitas.[103]
Hay una diferencia clara entre las armas cuerpo a cuerpo y las armas a distancia.[92]
Tipos de armadura
Tipos de Armadura en Ashes of Creation:
- Cascos.[106]
- Hombreras.[107]
- Capas.[108][109]
- Armadura de pecho.[110]
- Muñequeras.[111]
- Guantes.[107]
- Cinturones.[107][112]
- Pantalones.[107]
- Botas.[111]
Razas
Ashes of Creation ofrece nueve razas jugables.[114][115]
Raza padre | Raza | |
---|---|---|
Humanos Aelan | Kaelar.[116] | Vaelune.[116] |
Enanos Dünzenkell | Dünir.[116] | Niküa.[116] |
Orcos Kaivek | Ren'Kai.[116] | Vek.[116] |
Elfos Pyrian | Empyrean.[116] | Py'Rai.[116] |
Tulnar.[117] |
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.[118] – 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.[119] – 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.[120] – Steven Sharif
Religiones
Hay seis religiones principales así como una religión Tulnar/en el Reino Subterraneo[122][123][124]
- La religión pretende ser algo inspirador, no algo estético.[125]
- Elegir una religión permite a los jugadores recorrer un camino más iluminado u oscuro mediante las elecciones de sus misiones y otras acciones.[126][127][121]
Habrá diferentes misiones. Ciertas acciones que los jugadores podrán tomar para, quizá, perseguir el lado más oscuro del metaverso, por decirlo de alguna manera.[126] – 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.[122] – 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.[129]
- Los Tulnar no son el resultado de la corrupción.[130]
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.[129] – Steven Sharif
Clases
Con 8 Arquetipos para combinar, los jugadores pueden elegir entre sesenta y cuatro (64) combinaciones para crear su clase.[131][132][133]
Lore
Hay diferentes partes del Lore en Ashes of Creation.[137]
Estos arcos narrativos conducen a uno o más arcos de misiones.[137]
- Es posible que algunas historias estén relacionadas con un camino más oscuro o malvado, si un personaje así lo elige.[121]
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.[138] – 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.[139] – Jeffrey Bard
Pilares del diseño
El diseño de Ashes of Creation se adhiere a cinco pilares principales.[140]
- Historia atractiva y envolvente
- Mundo reactivo
- Interacción entre jugadores
- Impacto de los jugadores
- 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.[140]
Desarrollo abierto
Intrepid Studios has embraced an open (transparent) development approach, rather than sharing information through carefully curated press releases and announcements.[141]
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.[141] – Steven Sharif
There are obviously going to be some aspects of the development that we will not reveal, like lore and some system mechanics in order not to spoil the game for release.[142][143] – 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.[144]
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.[145] – Steven Sharif
Modelo por suscripción
Ashes of Creation (MMORPG) es un juego basado en pago por suscription.[147]
- La cuato de suscripción mensual es de USD $14.99.[148][149]
- No habrá bloqueo regional, pero ciertas regiones dispondrán de suscripciones "armonizadas" que se adapten mejor a sus economías locales. Esta regiones armonizadas estarán separadas de las demás.[150][151]
- Las suscripciones vitalicias se concedieron a los patrocinadores del crowdfunding de nivel "Braver of worlds" o superior.[152][153] These will never be available again.[154]
- 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.[155]
- El tiempo de juego (obtenido mediante crowdfunding y packs de pre-reserva) no empezará a contar hasta el lanzamiento del juego.[156]
- 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.[157] – Steven Sharif
Ashes of Creation Apocalypse era free-to-play.[158][159]
- There is no P2W in Apocalypse or the MMORPG![159]
Expansiones
Las expansiones de DLC ([[[Release schedule|lanzamientos]] posteriores al lanzamiento del juego) se planifican con una periodicidad mensual, trimestral o semestral.[160][161]
- La frecuencia y el tamaño de las expansiones dependerá de la popularidad y de la base de suscriptores del juego..[160]
- Los DLC no tendrán coste añadido además de la propia suscripción normal del juego.[162][163]
- Las expansiones más grandes añadirán nuevos contenidos y aumentarán varios contenidos del juego.[160][164]
- 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..[165]
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.[166] – 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.[166] – 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.[163] – Steven Sharif
Pay to win
Ashes of Creation no será pay to win.[167][157][168]
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.[168]
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.[157] – 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.[167] – Steven Sharif
Las ranuras de inventario, las cajas de botín RNG y las pociones de XP se consideran pay to win.[169][170][171][172]
- No habrá potenciadores de nivel ni auto-leveling.[173]
- No habrá sistema de cajas de botín en Ashes of Creation.[169]
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.[169]
- El uso de múltiples cuentas y el "multi-boxing" en ordenadores diferentes no se considera pay to win.[170][174][175]
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.[171] – Steven Sharif
- Q: Will there be RNG boxes?
- A: I dislike RNG. Archeage made me loath rng monetization gimmicks.[172] – Steven Sharif
Tienda de cosméticos (micro transacciones)
La tienda de cosméticos permite a los jugadores comprar cosméticos para usarlos en Ashes of Creation.[177] La tienda de cosméticos ofrece artículos por tiempo y cantidad limitados para ayudar a sostener el desarrollo del juego.[178]
- Se pueden conseguir cosméticos de buena calidad y cantidad a través del propio juego (sin necesidad de la tienda).[178]
- Nada en la tienda de cosméticos será pay to win.[179]
Nothing in our shop will ever be pay to win as we believe this practice greatly hurts the MMORPG genre.[179]
- Los cosméticos de la tienda ofrecerán una variada selección de looks únicos.[180]
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.[178] – Steven Sharif
- Los objetos de la tienda de cosméticos no se podrán comerciar.[181] There will be no gifting mechanism for cosmetic items.[182]
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[182] – Steven Sharif
Alts
Habrá un número suficiente de huecos disponibles de personajes para alts.[183][184]
- La progresión en Ashes of Creation es individual de cada personaje.[185]
- El equipo se podrá transferir entre personajes.[186][187]
- La transferencia de recursos y materiales a alts solo se podrá realizar mediante el almacenamiento de la vivienda del jugador, que está ubicado en una casa en particular.[186]
- Los cosméticos se podrán reasignar entre personajes de la misma cuenta, con un posible cooldown.[188][189][190]
- Los alts dentro de una misma cuenta pueden tener diferentes profesiones.[191]
There will be a comfortable level of character slots available to players because we are a subscription model game.[184] – Steven Sharif
End game
There is not going to be a typical end-game in Ashes of Creation.[192]
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.[192] – Jeffrey Bard
Calificación ESRB
El objetivo es que Ashes of Creation tenga una calificación T de Adolescente (Teen), pero puede acabar teniendo una M de adulto (Mature) rating.[194]
- Puede que haya una opción para desactivar la sangre y el gore en el juego.[195]
- Es probable que haya lenguaje malsonante en las misiones.[196]
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.[196] – Jeffrey Bard
Dificultad del juego
People who put more time and effort into it are definitely going to get more out of it but that doesn't mean that person who logs in once a week won't be able to have fun so it's just a matter of the scale of stuff that you're going after... Running a caravan is not gonna be the same thing every time you do it. You might be able to find like a super secret path that nobody knows about... and you exploit it for a while and nobody knows and then eventually somebody sees you and suddenly that route becomes a lot more difficult so you know that's kind of the way we really want that emergent gameplay to kind of come out of those options that we give you guys; and a lot of it is gonna come down to other players making it more or less difficult for you.[197] – Jeffrey Bard
There's a ton of room for difficulty on whatever scale... In a living world everything becomes much more difficult.[197] – Peter Pilone
Curva de aprendizaje
Ashes of Creation will be easy to understand yet hard to master.[198]
Población objetivo
I think our target demographic, obviously we have a very high graphic fidelity in the game that's attractive to younger players, but at the same time we have a very roleplay game orientation - a kind of a play back to that pen-and-paper Dungeons & Dragons feel that perhaps younger generations may not know but is very near and dear to the hearts of older gamers. So I think we have a broad appeal from a demographic standpoint.[198] – Steven Sharif
Tipos de jugador
Ashes of Creation will cater for a variety of player types; from Raiders or PvPers to Role players and Crafters.[199]
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.[199] – Akil Hooper
The most compelling design argument for how those different sects of gamers interact with each other is dependant from the design standpoint of interdependencies in the systems. So, for example if as a Raider or as a PvPer you're looking for the best gear, you're going to devote your time towards leveling up and going out and participating in the things you enjoy like pvping, perhaps going for caravans or sieging cities and castles and all that type stuff. If you want the best gear, you're going to have to to rely on a person who's devoted their time towards crafting potentially; and they may not be a PvPer but they have a place in your wheelhouse because you need their services. And then that crafter is going to need a person who is either a gatherer or plays the economy as a merchant in the nodes with the auction houses that are regionalized. They're going to have to work with a person who specializes in trade that takes caravans with either mercenary groups or other guilds that are PvPers between the nodes to get the resources they need. Building dependencies on different groups or factions of players that exist within a large world like this MMORPG is what kind of solidifies the bonds that allow for them to exist either harmoniously, or at least in a way that they know you need those types of players.[199] – Steven Sharif
Jugadores casual vs hardcore
Casual players will have an impact because what they do is necessary for the health of the server.[200]
There are events that are that are happening in the world in the game that you won't need to be a hardcore player to impact and join. For example, the triggered events from the PvE standpoint against the cities; the trades of the caravans; those natural battlegrounds that exist; the castle sieges you can login for. There is a lot of systems that are at play where a person can simply log in, participate, have fun, be impactful and then log out.[200] – 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.[201] – Steven Sharif
Equilibrio de las clases
El equilibrio en Ashes of Creation está enfocado en el grupo, y no en el combate 1vs1"[202][203][204]
- Los enfrentamientos 1 contra 1 tendrán una dinámica tipo piedra, papel y tijera, donde una clase será superior a la otra.[202][204]
- 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.[204] – Steven Sharif
- A la hora de equilibrar las habilidades de combate entran en juego varios factores.[205]
- 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.[205] – Steven Sharif
- El testing de la Alpha 1 se centró en la funcionalidad principal en lugar del equilibrio de combate.[44]
- Las pruebas en la Alpha 2 comenzarán a centrarse en el equilibrio una vez que las poblaciones y los conflictos estén funcionando y muy probados.[202][206]
- 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.[202] – 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. [203][207]
- 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.[208][209][131][207][210]
Ciertos arquetipos secundarios son capaces de reducir las diferencias frente a sus "counters".[211]
- 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.[203] – 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.[211] – Steven Sharif
Traducción
Efforts will be made to translate Ashes of Creation into multiple languages.[212][213]
- Translation will be done in the game client based on interest.
Plataformas
Ashes of Creation will be released on the Windows PC platform.[214]
- Console support may be added at a later point.
- Native Linux support may be possible in future.[215]
Rendimiento
Ashes of Creation estaba dando un rendimiento de 50-60 FPS con una 1080 Ti durante las primeras pruebas de la Alpha 1.[221]
- 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.[222][223]
- Se ofrecerán opciones de alta escalabilidad para ajustar el renderizado y los efectos de partículas.[224]
- El desenfoque de movimiento se podrá activar y desactivar.[225]
- 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.[222] – 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.[226][227][223]
- 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.[228] – Steven Sharif
Unreal Engine 4
Unreal Engine 5 is the graphical engine for Ashes of Creation.[229][230] The game was originally developed in Unreal Engine 4.[231] Migrating to UE5 early is expected to save time the long run compared to upgrading closer to release, or post-release.[232][233]
- The recommended system specs for the game have not changed for Unreal Engine 5.[234][235]
- Unreal Engine 5 enables improved forms of locomotion/animation (motion warping), such as crouching, tilting and mantling.[236][237]
- 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.[236] – 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.[238] – Steven Sharif
- Nanite enables increased graphical fidelity in the game (without excessive overhead).[238][239][240][232]
- 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.[241] – Steven Sharif
- Features (such as World partitions and One file per actor) make it much easier for multiple developers to work together.[232]
- World partitions also enable Unreal Engine 5 maps to exceed the map size constraints of UE4 (~20 kilometers squared).[232]
- Q: How does this upgrade to UE5 affect the Ashes of Creation release timeline?[232]
- 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.[232] – Steven Sharif
- Ashes of Creation features a custom network back-end with proprietary Unreal Engine networking code to enable mass combat in the open world: such as Pvp, Asedios de nodos, Asedios a castillos, Mazmorras and Jefes de mundo.[242][243]
- The upgrade to Unreal Engine 5 was primarily a change to the front-end side of the game. The custom back-end networking code remains largely unaffected.[244]
- As of January 24, 2022 all teams have moved over to Unreal Engine 5.[245]
- The developers were able to transition to Unreal Engine 5.1.1 in February 2023 as part of milestone 4.[246][247][248]
- The upgrade to Unreal Engine 5.2 was completed. The developers expect to start upgrading to 5.3 around the end of 2023.[249][250]
- 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.[251]
- 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.[251] – 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.[252]
- 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.[253] – Ry Schueller
- Los servidores llevarán el nombre de los campeones e las grandes batallas que precedieron a la caída de Verra.[254]
- Los "primeros del servidor" serán grabados en los llamados fragmentos de memoria. Los jugadores podrán coleccionarlos en el juego para revivir sus experiencias.[255]
Habrá multitud de servidores repartidos por las distintas regiones del mundo.[256]
- Trás el lanzamiento, los usuarios podrán seleccionar su servidor en base al ping o la región que aparezca junto al servidor.[256]
- 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.[256]
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.[256] – 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.[257]
- Las estadísticas están disponibles por guild, sujetas a una estructura de permisas.[257]
Regiones
Ashes of Creation se lanzará con las siguientes regiones de servidores :[258][259]
- Norte América (NA).[260][261][262]
- Europa (EU).[260][261][262]
- Asia/Pacifico (SEA).[260][262][263]
- Oceanía (OCE) (Australia).[260][262][263]
- Es muy probable que haya servidores OCE en Sídney o Melbourne.[264]
- Es posible que los servidores OCE no estén disponibles hasta la Beta de Ashes of Creation y el lanzamiento de Ashes of Creation Apocalypse.[265]
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.[266] – Steven Sharif
Se considerarán otras regiones servidoras en función del interés.[260][259]
- Se está considerando Sudamérica debido al tráfico de esa región.[267]
Once we get closer to launch we'll update this information, which may include additional regions.[260]
Algunas regiones tendrán un precio de suscripción "armonizados", que refleje mejor sus economías locales. Estas regiones estarán separadas de las demás.[150]
- Los jugadores podrán crear personajes en el servidor que deseen. No habrá bloqueo de regiones (fuera de las regiones armonizadas).[151]
Folks have always been able to make characters on any server they wish. We are not region locking anyone.[151] – Margaret Krohn
Población de los servidores
Se impondrán límites de población en cada servidor.[268]
- Se preveen entre 8-10k usuarios simultáneos por servidor.[269][266][270][271]
- Al principio habrá un número limitado de cuentas registradas (aproximadamente 15,000) por servidor para ayudar a mitigar las colas de inicio de sesión.[272]
- Puede haber colas para entrar en servidores con mucha población, pero el objetivo es evitar colas excesivamente largas.[274]
- 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.[273][21]
- 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.[257]
Historia en el servidor
El historial de cada servidor será registrado y se encontrará visible para los jugadores en la biblioteca de los nodos.[276][277]
- 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.[277] – Jeffrey Bard
- Los escribas pueden recopilar y registrar información sobre los acontecimientos del mundo tal y como los han vivido y desde su punto de vista.[278]
Instanciación de los servidores
No habrá capas de servidor (sharding) en los servidores.[279][280]
Tipos de servidores
- No habrá servidores separados para roleplaying (RP).[281]
- No habrá servidores separados para PvE ni Pvp.[282]
Transferencia entre servidores
Las transferencias entre servidores, sin contar las fusiones, no serán posibles al principio.[283][284]
- Los desarrolladores quieren evaluar el impacto en el alojamiento y otros sistemas cuando el lanzamiento está más cerca.[284]
Esports
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..[285]
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.[285] – Steven Sharif
Voces de PNJs
Voice acting is not a priority in Ashes of Creation.[286]
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.[286] – Steven Sharif
Hitos
December 2015 | First team members were hired.[288] |
---|---|
February 2016 | Ashes of Creation design documentation and prototyping.[289][288] |
December 10, 2016 | Official website was launched and project announced.[288] |
January 18, 2017 | Official discord was launched.[290] |
May 2, 2017 | Kickstarter crowdfunding campaign launched with $750,000 funding goal.[291] |
June 3, 2017 | Kickstarter crowdfunding campaign completed with 19,576 backers raising $3,271,809.[292] |
June 2017 | Game production began with a team size of 15-20.[289] |
June 21, 2017 | El verano de la financiación campaign launched.[293] |
July 22, 2017 | Summer crowdfunding campaign completed with 2,485 backers.[294] |
September 1, 2017 | PAX West 2017.[295][296] |
November 4, 2017 | Raised $16,500 for Extra Life children's hospitals.[297] |
December 15, 2017 | Alpha-0 released on schedule.[298] |
March 19-23, 2018 | Game Developers Conference (GDC) 2018.[299] |
April 5, 2018 | PAX East 2018.[300] |
August 15, 2018 | Last day for purchases of Alpha-1 through Intrepid pre-order packs.[301] |
August 20, 2018 | At Gamescom with My.com.[302] |
August 27, 2018 | 100 developers working on Ashes of Creation.[303] |
September 1, 2018 | PAX West 2018 panel.[304] |
October 19, 2018 | Ashes of Creation Apocalypse battle royale (previously called Alpha-1 phase 1 battlegrounds).[305] |
November 4, 2018 | Raised $20,518 for Rady Children's hospital with Extra Life.[306] |
April 15, 2019 | 60 developers working on Ashes of Creation at San Diego offices (following disengagement with Malaysian art team).[307] |
November 3, 2019 | Raised $20,901 for Rady Children's hospital with Extra Life.[308] |
August 21, 2020 | Announced a mutual parting of ways with publisher My.games.[309] |
October 17, 2020 | Almost 3,000,000 registered accounts for Ashes of Creation.[310] |
October 17, 2020 | ~87 developers working on Ashes of Creation.[311] |
November 8, 2020 | Raised $88,546 for Rady Children's hospital with Extra Life.[312] |
February 26, 2021 | Official ashesofcreation.com website redesign.[313] |
May 5, 2021 | Alpha-1 sales resumed with the announcement of the Adventurer pre-order pack.[314] |
May 17, 2021 | Verbal NDA was lifted from Alpha-1 testing.[315] |
July 9, 2021 | Alpha-1 no-NDA preview weekend began on schedule.[316] |
July 11, 2021 | Alpha-1 no-NDA preview weekend completed on schedule.[317] |
July 14, 2021 | Alpha-1 no-NDA month long test began on schedule.[318][319] |
August 15, 2021 | Alpha-1 no-NDA month long test completed on schedule.[320] |
November 7, 2021 | Raised $34,485 for Rady Children's hospital with Extra Life.[321] |
December 23, 2021 | Announced that Ashes of Creation is moving to Unreal Engine 5.[229][230] |
January 14, 2022 | Over 120 people working on Ashes of Creation.[322] |
November 5, 2022 | Raised $77,939 for Rady Children's hospital with Extra Life.[323] |
August 31, 2023 | Over 150 people working on Ashes of Creation.[324] |
November 5, 2023 | Raised $76,964 for Rady Children's hospital with Extra Life.[325] |
December 19, 2023 | Over 170 people working full-time on Ashes of Creation.[326][327] |
March 1, 2024 | 188 employees working on Ashes of Creation.[328] |
Calendario de lanzamiento
El calendario de lanzamiento de Ashes of Creation está sujeto a cambios.[329]
Fase | Tipo de lanzamiento | Fecha estimada/Actual |
---|---|---|
Pre‑alpha | Alpha-0.[330] | December 15, 2017.[298] |
APOC | Ashes of Creation Apocalypse battle royale stress test (NDA).[331] | September 7, 2018.[332] |
Ashes of Creation Apocalypse battle royale stress test (NDA lifted).[305] | October 19, 2018.[305] | |
Ashes of Creation Apocalypse battle royale open beta.[333] | December 18, 2018.[334] | |
Ashes of Creation Apocalypse battle royale early access.[335] | September 24, 2019.[336] | |
Ashes of Creation Apocalypse castle siege mode PI closed testing.[337] | December 19, 2019.[337] | |
Ashes of Creation Apocalypse battle royale testing ends.[338] | March 10, 2020.[339] | |
Alpha | Alpha-1 early preview livestream.[340] | March 27, 2020.[341] |
Alpha-1 limited QA testing (NDA).[342][343] | May 28, 2020.[344][345] | |
Alpha-1 preview pre-test 1 (NDA).[346] | Dec 18 - Dec 21 2020.[346] | |
Alpha-1 preview pre-test 2 (NDA).[346] | Feb 19 - Feb 22 2021.[347][348] | |
Alpha-1 preview intermittent spot testing (NDA).[349][350] | Mar 19 - Jul 9 2021.[349][350] | |
Alpha-1 preview weekend (no NDA).[349] | July 9 - July 11 2021.[317][316][349] | |
Alpha-1 (no NDA).[349] | July 14 - August 15 2021.[320][351] | |
Alpha-2 spot testing (NDA).[352][353][354][355] | November 2023.[356] | |
Alpha-2 (No NDA).[352][354][357][358] | Q3 2024.[359][352][360] | |
Beta | Beta-1. | To be announced.[351] |
Beta-2. | To be announced.[351] | |
Pre‑release | Head start for crowdfunding backers at the Founder level and above.[361] | 1-2 days before launch.[361][152] |
Release | Launch (live) release. | To be announced.[351][362] |
Post‑launch | Major releases (DLC expansions). | Quarterly or six-monthly.[160][161] |
Minor releases. | Monthly.[160][161] |
Accomplishments
- MMORPG con más financiación de Kickstarter.[363]
- Séptimo videojuego más financiado de Kickstarter.[364]
- MMO más esperado – Premios a lo mejor de 2017 de MMORPG.com.[365]
- MMORPG práctico de acceso anticipado más esperado – MMOs World.[366]
- Gamescom 2018: Mejor juego independiente.[367]
- Gamescom 2018: Mejor juego online.[367]
- Mejor MMO independiente de 2020 – encuesta de los lectores de massivelyop.com.[368]
- MMO más esperado de 2021 en adelante – encuesta de los lectores de massivelyop.com.[369]
- TTop 10 de los mejores nuevos MMORPG para 2021 en adelante – Forbes.[370]
- Mejor estudio de MMO de 2022 – MMOGames.[371]
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.[372][373][374][375]
- 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..[372][375]
- 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.[372] – Steven Sharif
- Los bots, tramposos, vendedores de oro y RMT se enfrentarán a duras sanciones por parte del equipo activo de GM/equipo comunitario.[376][375]
- 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.[376] – Steven Sharif
Franchise
Ashes of Creation will be a franchise.[377]
- The Ashes of Creation MMORPG is one of many intended products in the franchise.
Gameplay videos
- 2017-05-25 Video - Monster coin system
- 2017-05-30 Video - Pre-alpha Mage gameplay
- 2017-12-15 Livestream
- 2018-01-30 IGN Ashes of Creation hands-on
- 2018-02-09 Livestream
- 2018-04-04 Video - PAX East Pre-Alpha Gameplay
- 2018-04-06 MMORPG-PAX East 2018 Demo and Interview
- 2018-04-09 MASSIVELY OP - Hands-on with the surprisingly solid combat of Ashes of Creation
- 2018-04-20 Dragon Blogger - Gameplay and interview with Jeffrey Bard
- 2018-08-17 Video - Ashes of Creation Apocalypse - First Look at Action Combat
- 2018-09-01 Video - Ashes of Creation Apocalypse Alpha Gameplay
- 2018-09-27 Livestream
- 2018-10-20 Lazy Peon livestream interview with Steven Sharif
- 2018-10-21 Krojak livestream interview with Steven Sharif
- 2018-10-31 Livestream
- 2018-12-06 Livestream
- 2018-12-06 Video - Ashes of Creation Apocalypse
- 2018-12-13 Livestream
- 2019-03-08 Livestream
- 2019-03-08 Video - Ashes of Creation Apocalypse Castle Siege Gameplay
- 2019-08-21 Video - Ashes of Creation MMORPG Teaser
- 2019-09-24 Video - Ashes of Creation Apocalypse early access trailer
- 2019-09-30 Apocalypse Gaming Session Late Night Edition Livestream (Part I)
- 2019-09-30 Apocalypse Gaming Session Late Night Edition Livestream (Part II)
- 2019-10-02 Apocalypse QnA and Gaming Session Late Night Edition Livestream
- 2019-10-12 Apocalypse gaming session with some lite QnA Livestream
- 2020-03-23 Ashes of Creation - Alpha One Early Preview
- 2020-03-27 Development Update + Alpha One Early Preview Livestream
- 2020-04-30 Livestream
- 2020-05-31 Video - Pre-Alpha Gameplay in 4K
- 2020-09-30 Video - 4K Footage of Aquatic Mounts
- 2020-10-30 Livestream
- 2020-12-22 Livestream
- 2020-12-22 Video - 4K Alpha-1 Preview - Level 10 Boss Fight Footage
- 2021-02-26 Livestream
- 2021-02-26 Video - 4K - Alpha One Gameplay Update
- 2021-03-26 Livestream
- 2021-04-30 Livestream
- 2021-04-30 Video - 4K - Alpha One Raid Boss - April Update
- 2021-05-28 Livestream
- 2021-05-28 Video - Early Siege Gameplay in 4K
- 2021-07-14 Guide to Alpha-1
- 2021-07-30 Livestream
- 2021-12-23 Video - Ashes of Creation Unreal Engine 5 Walkthrough
- 2021-12-27 Video - Ashes of Creation Unreal Engine 5 Preview
- 2022-06-30 Livestream
- 2022-06-30 Video - Ashes of Creation Alpha Two Basic Melee Weapon Attack Update
- 2022-09-30 Video - Ashes of Creation Alpha Two Basic Ranged Weapon Attack Update
- 2022-10-28 Video - Ashes of Creation Alpha Two Gathering Updates
- 2022-12-02 Video - Ashes of Creation Alpha Two Night and Day and Other Heavenly Things
- 2023-01-27 Video - Alpha Two Tank Preview
- 2023-03-31 Video - Alpha Two Story Arc Systems Preview and the Lore of Carphin
- 2023-04-28 Video - Alpha Two Mage Archetype Preview
- 2023-05-31 Video - Alpha Two Cyclops Combat Preview
- 2023-07-14 Exploring the Boundless Opportunities of Freeholds
- 2023-08-31 Video - Ashes of Creation Alpha Two Village Nodes Update
- 2023-09-29 Video - Ashes of Creation Alpha Two Event Update
- 2023-10-31 Video - Ashes of Creation Alpha Two Caravan Preview
- 2023-11-30 Video - Ashes of Creation Alpha Two Artisanship Preview
- 2024-01-31 Video - Ashes of Creation Alpha Two Caravan PvP Update
- 2024-02-29 Video - Ashes of Creation Alpha Two Commissions Preview
- 2024-04-30 Livestream
- 2024-04-30 Video - Ashes of Creation Alpha Two Midnight Magic Preview
External links
- Ashes of Creation official website.
- Ashes of Creation official discord.
- Ashes of Creation official forums.
- Ashes of Creation official Twitter.
- Ashes of Creation official Facebook.
- Ashes of Creation official Instagram.
- Ashes of Creation official YouTube channel.
- Ashes of Creation official Twitch channel.
- Ashes of Creation official Steam community.
- Ashes of Creation official subreddit.
Ver además
Referencias
- ↑ 1.0 1.1 1.2 A reactive world - Nodes.
- ↑ MMOGames interview, January 2017
- ↑ 3.0 3.1 3.2 Node series part II – the Metropolis.
- ↑ Node series part I
- ↑ 5.0 5.1 5.2 5.3 A reactive world - Nodes.
- ↑ 6.0 6.1 Blog: 10 facts about castle sieges in the MMORPG.
- ↑ 7.0 7.1
- ↑ 8.0 8.1 Pódcast, 2018-04-23 (15:14).
- ↑ 9.0 9.1 9.2 Blog - Know Your Nodes - The Basics.
- ↑ 10.0 10.1 Entrevista, 2018-08-24 (3:44).
- ↑ Transmisión en vivo, 2022-08-26 (1:18:54).
- ↑ Transmisión en vivo, 2022-08-26 (1:06:42).
- ↑ Transmisión en vivo, 2022-08-26 (1:05:47).
- ↑ 14.0 14.1 Transmisión en vivo, 2020-11-30 (37:16).
- ↑ 15.0 15.1 15.2 15.3 15.4 Blog - Know Your Nodes - Advance and Destroy.
- ↑ Vídeo, 2017-04-20 (0:02).
- ↑
- ↑ 18.0 18.1 Transmisión en vivo, 2017-10-16 (50:20).
- ↑
- ↑
- ↑ 21.0 21.1 21.2 Entrevista, 2020-07-18 (10:04).
- ↑ 22.0 22.1 Entrevista, 2020-07-08 (1:00:15).
- ↑
- ↑ Transmisión en vivo, 2021-09-24 (1:21:23).
- ↑ 25.0 25.1 Transmisión en vivo, 2017-05-26 (28:16).
- ↑ 26.0 26.1 26.2 26.3 26.4 Transmisión en vivo, 2022-10-14 (55:13).
- ↑ Transmisión en vivo, 2017-11-17 (55:27).
- ↑ Vídeo, 2016-12-04 (0:02).
- ↑ Twitch Bustin - Practice Sieges?
- ↑ 30.0 30.1 Transmisión en vivo, 2020-12-22 (1:13:51).
- ↑ 31.0 31.1 Vídeo, 2017-04-30 (5:31).
- ↑ 32.0 32.1 Transmisión en vivo, 2022-01-28 (17:50).
- ↑ 33.0 33.1 Vídeo, 2021-05-28 (25:44).
- ↑ Vídeo, 2022-09-30 (23:13).
- ↑ 35.0 35.1 Transmisión en vivo, 2020-08-28 (1:19:24).
- ↑ Transmisión en vivo, 2017-05-03 (17:59).
- ↑ Transmisión en vivo, 2022-06-30 (42:29).
- ↑ Vídeo, 2022-06-30 (21:19).
- ↑ Transmisión en vivo, 2022-12-02 (1:06:54).
- ↑ 40.0 40.1 Vídeo, 2022-06-30 (23:00).
- ↑ Vídeo, 2022-06-30 (24:18).
- ↑
- ↑ Vídeo, 2021-02-26 (6:17).
- ↑ 44.0 44.1 Transmisión en vivo, 2021-05-28 (1:13:05).
- ↑ Transmisión en vivo, 2022-05-27 (1:11:41).
- ↑ Transmisión en vivo, 2022-07-29 (1:05:20).
- ↑ Transmisión en vivo, 2017-05-26 (39:36).
- ↑ 48.0 48.1 48.2 48.3 48.4 Entrevista, 2020-07-18 (22:26).
- ↑ Transmisión en vivo, 2018-04-8 (PM) (11:27).
- ↑ Transmisión en vivo, 2020-04-30 (1:05:34).
- ↑ 51.0 51.1 Entrevista, 2020-07-19 (11:04).
- ↑ 52.0 52.1 52.2 52.3 Transmisión en vivo, 2017-05-22 (20:59).
- ↑
- ↑ Transmisión en vivo, 2020-03-28 (1:48:36).
- ↑
- ↑ Pódcast, 2021-09-29 (34:11).
- ↑ 57.0 57.1 Pódcast, 2021-09-29 (35:17).
- ↑
- ↑ Transmisión en vivo, 2017-05-19 (24:17).
- ↑ Vídeo, 2021-05-28 (5:40).
- ↑ 61.0 61.1 About Ashes of Creation.
- ↑ Vídeo, 2021-04-30 (4:51).
- ↑ 63.0 63.1 Pódcast, 2018-07-09 (22:24).
- ↑ 64.0 64.1 Ashes of Creation FAQ.
- ↑ Transmisión en vivo, 2018-04-8 (PM) (1:14:01).
- ↑ Vídeo, 2020-05-31 (1:09:50).
- ↑
- ↑ 68.0 68.1 Transmisión en vivo, 2022-10-28 (1:41:55).
- ↑ 69.0 69.1 69.2 69.3 69.4 69.5 69.6 Transmisión en vivo, 2022-10-28 (24:28).
- ↑ Transmisión en vivo, 2022-04-29 (41:27).
- ↑ 71.0 71.1 71.2 71.3 Transmisión en vivo, 2017-05-05 (14:26).
- ↑ 72.0 72.1 72.2 72.3 72.4 72.5 72.6 72.7
- ↑ Pódcast, 2021-04-11 (49:40).
- ↑ Transmisión en vivo, 2017-11-17 (45:19).
- ↑ Transmisión en vivo, 2022-08-26 (1:00:14).
- ↑ Transmisión en vivo, 2021-04-30 (1:06:41).
- ↑ Transmisión en vivo, 2023-02-24 (1:29:45).
- ↑ 78.0 78.1 Transmisión en vivo, 2022-06-30 (1:14:52).
- ↑ 79.0 79.1 Transmisión en vivo, 2021-08-27 (1:22:56).
- ↑ Transmisión en vivo, 2022-10-28 (13:53).
- ↑ Transmisión en vivo, 2022-03-31 (1:12:27).
- ↑ Transmisión en vivo, 2022-10-14 (51:25).
- ↑ Transmisión en vivo, 2017-05-15 (13:06).
- ↑ 84.0 84.1 Entrevista, 2020-07-18 (52:57).
- ↑ 85.0 85.1 85.2 Entrevista, 2018-08-24 (4:15).
- ↑
- ↑
- ↑ Transmisión en vivo, 2017-05-26 (44:11).
- ↑ Transmisión en vivo, 2017-05-26 (20:46).
- ↑ Transmisión en vivo, 2022-09-30 (1:05:25).
- ↑ Transmisión en vivo, 2022-10-14 (18:34).
- ↑ 92.00 92.01 92.02 92.03 92.04 92.05 92.06 92.07 92.08 92.09 92.10 Transmisión en vivo, 2017-05-24 (14:15).
- ↑
- ↑ 94.0 94.1 Transmisión en vivo, 2018-05-04 (33:56).
- ↑ Vídeo, 2020-03-23 (0:41).
- ↑ Transmisión en vivo, 2017-07-28 (45:21).
- ↑
- ↑ Transmisión en vivo, 2020-04-30 (1:26:15).
- ↑ Transmisión en vivo, 2018-05-04 (33:27).
- ↑ Transmisión en vivo, 2019-09-27 (1:06:44).
- ↑ Transmisión en vivo, 2017-05-24 (18:40).
- ↑
- ↑ Transmisión en vivo, 2017-12-15 (59:49).
- ↑ Steven Sharif Twitter.
- ↑ Transmisión en vivo, 2022-01-28 (56:12).
- ↑
- ↑ 107.0 107.1 107.2 107.3 Transmisión en vivo, 2018-02-09 (7:31).
- ↑
- ↑ Transmisión en vivo, 2018-02-09 (15:01).
- ↑
- ↑ 111.0 111.1 Transmisión en vivo, 2017-07-28 (31:30).
- ↑
- ↑
- ↑ Transmisión en vivo, 2020-04-30 (1:00:57).
- ↑ Transmisión en vivo, 2018-09-01 (1:02:18).
- ↑ 116.0 116.1 116.2 116.3 116.4 116.5 116.6 116.7 Ashes of Creation race breakdown.
- ↑ Kickstarter $2,500,000 New Player Race Achieved.
- ↑ Transmisión en vivo, 2018-11-03 (0:00:54).
- ↑ Transmisión en vivo, 2018-11-03 (0:01:57).
- ↑ Transmisión en vivo, 2018-11-03 (0:02:35).
- ↑ 121.0 121.1 121.2 Transmisión en vivo, 2017-05-26 (15:37).
- ↑ 122.0 122.1 Pódcast, 2020-11-15 (29:23).
- ↑ Entrevista, 2020-07-19 (23:15).
- ↑
- ↑ Transmisión en vivo, 2017-05-08 (44:51).
- ↑ 126.0 126.1 Pódcast, 2020-11-15 (20:04).
- ↑ Transmisión en vivo, 2018-04-8 (AM) (16:50).
- ↑ Transmisión en vivo, 2021-07-30 (1:13:11).
- ↑ 129.0 129.1 Pódcast, 2020-11-15 (31:13).
- ↑ Transmisión en vivo, 2019-11-22 (24:33).
- ↑ 131.0 131.1 Entrevista, 2020-07-18 (1:05:04).
- ↑ Ashes of Creation class list.
- ↑
- ↑ Ashes of Creation Press Kit.
- ↑ Interview, 2016-12-7.
- ↑
- ↑ 137.0 137.1 137.2 137.3 137.4 Transmisión en vivo, 2018-01-18 (39:08).
- ↑ Vídeo, 2018-04-05 (37:50).
- ↑ Vídeo, 2018-04-05 (37:13).
- ↑ 140.0 140.1
- ↑ 141.0 141.1 A chat with Ashes of Creation's Steven Sharif, 7 June 2017.
- ↑
- ↑ Transmisión en vivo, 2018-05-04 (39:41).
- ↑
- ↑ Transmisión en vivo, 2021-12-23 (1:23:41).
- ↑ Pre-order packs
- ↑ 147.0 147.1
- ↑
- ↑ Transmisión en vivo, 2018-05-04 (53:34).
- ↑ 150.0 150.1 Transmisión en vivo, 2020-07-25 (1:21:03).
- ↑ 151.0 151.1 151.2
- ↑ 152.0 152.1
- ↑
- ↑
- ↑ Transmisión en vivo, 2021-02-26 (1:08:47).
- ↑
- ↑ 157.0 157.1 157.2 157.3 Transmisión en vivo, 2020-07-25 (1:53:46).
- ↑ Transmisión en vivo, 2018-10-31 (38:47).
- ↑ 159.0 159.1 Blog: Steam Announce And Play Test FAQ For Ashes of Creation Apocalypse
- ↑ 160.0 160.1 160.2 160.3 160.4 160.5 160.6 160.7 160.8 Entrevista, 2021-02-07 (21:57).
- ↑ 161.0 161.1 161.2 Transmisión en vivo, 2017-05-08 (11:14).
- ↑
- ↑ 163.0 163.1 Transmisión en vivo, 2018-08-17 (1:02:38).
- ↑ 164.0 164.1 164.2 164.3 164.4 Transmisión en vivo, 2020-06-26 (1:26:54).
- ↑ Entrevista, 2021-06-13 (42:22).
- ↑ 166.0 166.1 Transmisión en vivo, 2017-06-01 (19:12).
- ↑ 167.0 167.1 Transmisión en vivo, 2020-11-30 (56:02).
- ↑ 168.0 168.1
- ↑ 169.0 169.1 169.2
- ↑ 170.0 170.1 Transmisión en vivo, 2020-07-25 (48:28).
- ↑ 171.0 171.1 Pódcast, 2018-08-04 (1:57:56).
- ↑ 172.0 172.1
- ↑ Entrevista, 2021-06-13 (48:27).
- ↑
- ↑
- ↑ Ashes of Creation cosmetic store.
- ↑
- ↑ 178.0 178.1 178.2 Transmisión en vivo, 2018-04-8 (PM) (58:29).
- ↑ 179.0 179.1
- ↑
- ↑
- ↑ 182.0 182.1 Entrevista, 2018-05-11 (32:36).
- ↑ Transmisión en vivo, 2017-05-15 (18:25).
- ↑ 184.0 184.1 Pódcast, 2017-05-04 (51:52).
- ↑ Transmisión en vivo, 2021-04-30 (1:17:40).
- ↑ 186.0 186.1 Transmisión en vivo, 2021-07-30 (1:14:33).
- ↑ Transmisión en vivo, 2017-05-15 (19:15).
- ↑
- ↑
- ↑
- ↑ Transmisión en vivo, 2017-05-24 (32:07).
- ↑ 192.0 192.1 Vídeo, 2018-04-05 (40:08).
- ↑ Transmisión en vivo, 2017-11-17 (23:00).
- ↑ Entrevista, 2018-08-17 (31:09).
- ↑ Transmisión en vivo, 2017-11-17 (33:56).
- ↑ 196.0 196.1 Transmisión en vivo, 2018-05-04 (49:45).
- ↑ 197.0 197.1 Transmisión en vivo, 2018-06-04 (7:25).
- ↑ 198.0 198.1 Pódcast, 2018-05-11 (33:09).
- ↑ 199.0 199.1 199.2 Vídeo, 2018-04-05 (44:06).
- ↑ 200.0 200.1 Vídeo, 2018-04-05 (48:03).
- ↑ Vídeo, 2018-04-05 (49:36).
- ↑ 202.0 202.1 202.2 202.3 Transmisión en vivo, 2023-12-19 (1:25:16).
- ↑ 203.0 203.1 203.2 Transmisión en vivo, 2020-10-30 (33:26).
- ↑ 204.0 204.1 204.2 Pódcast, 2018-04-23 (59:28).
- ↑ 205.0 205.1 Transmisión en vivo, 2023-12-19 (1:23:00).
- ↑ Transmisión en vivo, 2022-12-02 (1:05:51).
- ↑ 207.0 207.1 Entrevista, 2018-10-20 (2:40:17).
- ↑ Pódcast, 2021-09-29 (30:04).
- ↑ Transmisión en vivo, 2021-06-25 (1:05:01).
- ↑ Transmisión en vivo, 2018-02-09 (41:56).
- ↑ 211.0 211.1 Pódcast, 2018-04-23 (1:01:01).
- ↑ Transmisión en vivo, 2017-05-17 (1:09:22).
- ↑ Transmisión en vivo, 2017-05-24 (45:49).
- ↑ Transmisión en vivo, 2017-05-26 (38:30).
- ↑ Transmisión en vivo, 2017-05-24 (23:50).
- ↑ Transmisión en vivo, 2021-12-23 (1:10:09).
- ↑
- ↑ Transmisión en vivo, 2021-12-23 (1:08:42).
- ↑ Transmisión en vivo, 2021-09-24 (52:48).
- ↑ Transmisión en vivo, 2019-12-17 (51:20).
- ↑
- ↑ 222.0 222.1 Transmisión en vivo, 2023-01-27 (1:07:12).
- ↑ 223.0 223.1 Transmisión en vivo, 2018-08-17 (1:07:51).
- ↑
- ↑ Transmisión en vivo, 2018-05-04 (43:35).
- ↑ Transmisión en vivo, 2020-07-25 (54:10).
- ↑ Transmisión en vivo, 2019-11-22 (1:08:05).
- ↑
- ↑ 229.0 229.1 229.2 229.3 Vídeo, 2021-12-23 (0:00).
- ↑ 230.0 230.1 Transmisión en vivo, 2021-12-23 (19:59).
- ↑
- ↑ 232.0 232.1 232.2 232.3 232.4 232.5 232.6 Transmisión en vivo, 2021-12-23 (40:53).
- ↑ Transmisión en vivo, 2021-12-23 (50:50).
- ↑ Transmisión en vivo, 2021-12-23 (49:39).
- ↑ Transmisión en vivo, 2021-12-23 (42:09).
- ↑ 236.0 236.1 Transmisión en vivo, 2021-12-23 (55:32).
- ↑ Vídeo, 2021-12-23 (23:53).
- ↑ 238.0 238.1 238.2 Transmisión en vivo, 2021-12-23 (54:00).
- ↑ 239.0 239.1 Transmisión en vivo, 2021-12-23 (52:52).
- ↑ 240.0 240.1 Vídeo, 2021-12-23 (2:54).
- ↑ Transmisión en vivo, 2021-12-23 (52:58).
- ↑ Transmisión en vivo, 2023-10-31 (1:37:17).
- ↑ Transmisión en vivo, 2017-05-03 (26:50).
- ↑ Transmisión en vivo, 2021-12-23 (47:51).
- ↑ Transmisión en vivo, 2022-01-28 (7:26).
- ↑ Transmisión en vivo, 2023-03-31 (1:10:30).
- ↑ Transmisión en vivo, 2023-02-24 (1:14:41).
- ↑ Transmisión en vivo, 2023-01-27 (1:07:46).
- ↑
- ↑ Transmisión en vivo, 2023-04-07 (1:21:29).
- ↑ 251.0 251.1 Transmisión en vivo, 2023-03-31 (1:27:15).
- ↑ Transmisión en vivo, 2017-05-19 (37:03).
- ↑
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ Transmisión en vivo, 2023-01-27 (4:18).
- ↑ 256.0 256.1 256.2 256.3 Transmisión en vivo, 2018-09-27 (48:13).
- ↑ 257.0 257.1 257.2 Transmisión en vivo, 2021-11-19 (52:35).
- ↑ Entrevista, 2017-05-08 (22:06).
- ↑ 259.0 259.1 Transmisión en vivo, 2017-05-24 (40:50).
- ↑ 260.0 260.1 260.2 260.3 260.4 260.5
- ↑ 261.0 261.1
- ↑ 262.0 262.1 262.2 262.3 Ashes of Creation FAQ: Where will your servers be?
- ↑ 263.0 263.1
- ↑
- ↑ Reddit Q&A, 2019-01-8.
- ↑ 266.0 266.1 Transmisión en vivo, 2018-04-8 (AM) (26:41).
- ↑ Transmisión en vivo, 2018-07-09 (47:54).
- ↑ Transmisión en vivo, 2017-05-17 (59:25).
- ↑ Transmisión en vivo, 2021-10-29 (1:14:00).
- ↑ Vídeo, 2018-09-06 (4:25).
- ↑
- ↑ 272.0 272.1
- ↑ 273.0 273.1
- ↑ 274.0 274.1 Entrevista, 2020-07-18 (12:56).
- ↑ Kickstarter packages.
- ↑ Blog: Know Your Nodes - Scientific Node Type
- ↑ 277.0 277.1 Entrevista, 2018-04-20 (9:20).
- ↑ Transmisión en vivo, 2017-05-26 (51:37).
- ↑ Transmisión en vivo, 2017-05-08 (36:26).
- ↑ Transmisión en vivo, 2017-07-28 (35:42).
- ↑ Transmisión en vivo, 2017-05-10 (35:27).
- ↑ MMORPG Interview, 2016-12-12.
- ↑ Transmisión en vivo, 2022-10-14 (2:53).
- ↑ 284.0 284.1 February 8, 2019 - Questions and Answers.
- ↑ 285.0 285.1 Transmisión en vivo, 2018-04-8 (PM) (39:48).
- ↑ 286.0 286.1 Transmisión en vivo, 8 April 2018 (AM) (24:14).
- ↑ Transmisión en vivo, 8 April 2018 (AM) (25:12).
- ↑ 288.0 288.1 288.2 MASSIVELY OP interview: Ashes of Creation on a new way to MMO.
- ↑ 289.0 289.1
- ↑
- ↑ Ashes of Creation Kickstarter campaign
- ↑ Ashes of Creation Kickstarter.
- ↑
- ↑
- ↑ PAX West 2017 Schedule.
- ↑ PAX West 2017 Map.
- ↑ Intrepid Studios Dev Team.
- ↑ 298.0 298.1 Transmisión en vivo, 2018-01-18 (2:48).
- ↑
- ↑
- ↑
- ↑ Ashes of Creation Gamescom 2018 Interview: Responding to Criticism.
- ↑ 305.0 305.1 305.2
- ↑ Intrepid Studios Extra Life 2018 (@MediaAoC).
- ↑ Entrevista, 2019-04-15 (5:09).
- ↑
- ↑ Blog: New Adventure Awaits.
- ↑ Entrevista, 2020-10-17 (18:36).
- ↑ Entrevista, 2020-10-17 (56:55).
- ↑
- ↑ Transmisión en vivo, 2021-02-26 (9:51).
- ↑ Ashes of Creation Store: May cosmetics.
- ↑
- ↑ 316.0 316.1 Ashes of Creation Twitter - Alpha-1 Preview Weekend Begins
- ↑ 317.0 317.1
- ↑
- ↑ Guide to Alpha One.
- ↑ 320.0 320.1
- ↑
- ↑ Entrevista, 2022-01-14 (9:11).
- ↑
- ↑ Transmisión en vivo, 2023-08-31 (2:16:45).
- ↑
- ↑ Steven Sharif Christmas message, 2023.
- ↑ Transmisión en vivo, 2023-12-19 (1:32:23).
- ↑
- ↑
- ↑
- ↑ Transmisión en vivo, 2018-09-01 (54:06).
- ↑
- ↑ Press release - Ashes of Creation Apocalypse Launches December 18.
- ↑
- ↑ Blog: Ashes of Creation Apocalypse heads into early access.
- ↑ @AoCApocalypse on Twitter.
- ↑ 337.0 337.1 Transmisión en vivo, 2019-12-17 (18:33).
- ↑ Blog: Early Access for Ashes of Creation Apocalypse Battle Royale Testing Ends.
- ↑
- ↑ March 2020 newsletter.
- ↑ Vídeo, 2020-03-23 (0:01).
- ↑
- ↑
- ↑
- ↑ Creative Director's Letter, 2020-04-1.
- ↑ 346.0 346.1 346.2 Blog: Creative Director's Letter, October 16 2020
- ↑ Transmisión en vivo, 2021-02-26 (14:58).
- ↑ Blog: Creative Director's Letter, January 2021.
- ↑ 349.0 349.1 349.2 349.3 349.4 Alpha One Schedule Update, May 10 2021.
- ↑ 350.0 350.1 An Update on Alpha One Schedule, March 12 2021
- ↑ 351.0 351.1 351.2 351.3
- ↑ 352.0 352.1 352.2 Transmisión en vivo, 2023-09-29 (55:34).
- ↑ Entrevista, 2023-07-09 (26:35).
- ↑ 354.0 354.1 Transmisión en vivo, 2023-03-31 (5:57).
- ↑ Transmisión en vivo, 2022-10-14 (17:05).
- ↑
- ↑ Transmisión en vivo, 2018-01-18 (25:22).
- ↑
- ↑ Intrepid Studios Support - What are the Alpha/Beta Release dates?
- ↑
- ↑ 361.0 361.1
- ↑ Transmisión en vivo, 2019-03-08 (57:26).
- ↑
- ↑
- ↑ MMORPG.com's Best of 2017 Awards.
- ↑ Most Anticipated MMORPGs For 2018.
- ↑ 367.0 367.1 DualShockers’ Gamescom 2018 Awards
- ↑ MassivelyOP 2020 awards reader's poll.
- ↑ MassivelyOP reader's poll.
- ↑ Forbes: Top 10 Best Upcoming New MMORPGs For 2021 And Beyond
- ↑ Twitter - MMOGames.
- ↑ 372.0 372.1 372.2 Entrevista, 2020-07-19 (1:12:37).
- ↑ Transmisión en vivo, 2017-11-17 (38:35).
- ↑ Massively OP, 2017-06-1
- ↑ 375.0 375.1 375.2 Transmisión en vivo, 2018-02-09 (20:40).
- ↑ 376.0 376.1 Transmisión en vivo, 2022-08-26 (1:32:45).
- ↑ Transmisión en vivo, 2017-05-17 (41:27).