Ashes of Creation
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]
- Ashes of Creation es un juego PvX basado en el principio de riesgo versus recompensa.[4]
- 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
- El nombre original de Ashes of Creation fue The World of Origins.[5]
- Los desarrolladores esperan en el lanzamiento alrededor de un millón de usuarios concurrentes.[6]
El calendario de lanzamiento de Ashes of Creation está sujeto a cambios.[7]
Fase | Tipo de lanzamiento | Fecha estimada/Actual |
---|---|---|
Pre‑alpha | Alpha-0.[8] | December 15, 2017.[9] |
APOC | Ashes of Creation Apocalypse battle royale stress test (NDA).[10] | September 7, 2018.[11] |
Ashes of Creation Apocalypse battle royale stress test (NDA lifted).[12] | October 19, 2018.[12] | |
Ashes of Creation Apocalypse battle royale open beta.[13] | December 18, 2018.[14] | |
Ashes of Creation Apocalypse battle royale early access.[15] | September 24, 2019.[16] | |
Ashes of Creation Apocalypse castle siege mode PI closed testing.[17] | December 19, 2019.[17] | |
Ashes of Creation Apocalypse battle royale testing ends.[18] | March 10, 2020.[19] | |
Alpha | Alpha-1 early preview livestream.[20] | March 27, 2020.[21] |
Alpha-1 limited QA testing (NDA).[22][23] | May 28, 2020.[24][25] | |
Alpha-1 preview pre-test 1 (NDA).[26] | Dec 18 - Dec 21 2020.[26] | |
Alpha-1 preview pre-test 2 (NDA).[26] | Feb 19 - Feb 22 2021.[27][28] | |
Alpha-1 preview intermittent spot testing (NDA).[29][30] | Mar 19 - Jul 9 2021.[29][30] | |
Alpha-1 preview weekend (no NDA).[29] | July 9 - July 11 2021.[31][32][29] | |
Alpha-1 (no NDA).[29] | July 14 - August 15 2021.[33][34] | |
Alpha-2 spot testing (NDA).[35][36][37][38] | November 2023.[39] | |
Alpha-2 (No NDA).[35][37][40][41] | Q3 2024.[42][35][43] | |
Beta | Beta-1. | To be announced.[34] |
Beta-2. | To be announced.[34] | |
Pre‑release | Head start for crowdfunding backers at the Founder level and above.[44] | 1-2 days before launch.[44][45] |
Release | Launch (live) release. | To be announced.[34][46] |
Post‑launch | Major releases (DLC expansions). | Quarterly or six-monthly.[47][48] |
Minor releases. | Monthly.[47][48] |
Nodos
En cada servidor hay localizaciones de desorrollo o evolución cuidadosamente colocados, llamados Nodos.[3]
- Habrá 85 ubicaciones de nodos comunes en el lanzamiento con 15 nodos de castillo adicionales (5 castillos x 3 nodos de castillo cada uno)[51][52][53] para un total de 100 nodos.[54][55]
- Anteriormente los desarrolladores habían estimado que habría 103 ubicaciones de nodos comunes con 15 nodos de castillo para un total de 118 nodos.[54][55][51][52][53]
- Esta disminución del número de nodos no afecta a la cantidad de alojamientos de jugadores, o a la capacidad del servidor estimada.[56][57]
- 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.[58] – Steven Sharif
- Habrá 9 ubicaciones de nodos en el Alpha-1.[59]
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.[54] – 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.[60][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.[61]
- Los nodos avanzan hacia su primera fase muy rápido. Esto habilita algunos PNJs como vendedores o el almacenamiento de objetos.[62]
- Cuanto más avanza el nodo, más ámplia se vuelve su ZOI.[49]
- 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.[63]
- 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.[64][65]
- 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.[66]
- 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.[67]
- 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.[66] – 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.[67] – Steven Sharif
- Un nodo no recibirá experiencia de los nodos dentro de su ZOI hasta que ese nodo no haya alcanzado su límite.[63]
- Los ciudadanos de un nodo pueden contribuir al avance de otros.[68]
- El porcentaje de experiencia que ganan los nodos será equitativa entre los cuatro tipos de nodo.[69]
- 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.[70] – Steven Sharif
La mejora del nodo mostrará una serie de animaciones y efectos visuales (dentro del área del nodo).[71][60]
- Los jugadores serán desplazados a zonas seguras si se cruzan con nuevos objetos generados durante el avance del nodo.[71][72]
- 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.[71]
- Algunos PNJs comenzarán con actividades de construcción.[71]
- Los jugadores fuera del nodo podrán ver como el aspecto del nodo va cambiando a medida que avanza hacia su nuevo nivel.[71]
- 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.[60] – Margaret Krohn
Asedios de nodos
Los asedios a los nodos permiten a los jugadores destruir nodos.[60] 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.[74]
- Las penalización por muerte no aplicarán en los eventos basados en objetivos como son los asedios a los nodos.[75]
- If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![76] – 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.[77]
Combate
El combate en Ashes of Creation se centra en la estrategia y la táctica.[81]
- 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.[80]
- 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.[82] – Steven Sharif
- El combate está basado en animaciones para garantizar que sea impactante y entusiasme.[83]
- Los efectos visuales y de sonido son una parte importante a la hora de sentir la inmersión en el combate.[84][85]
- Los efectos de cámara como el movimiento de la pantalla y el desenfoque radial, se emplean para "garantirzar esta inmersión sin que quede exagerado".[86]
- 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.[85] – Keenan Reimer
Se implementará un sistema de combate mejorado durante y después de las pruebas de la Alpha-1.[87][88]
- El combate de la Alpha-1 estuvo centrado en las funcionalidades principales en lugar de buscar un equilibrio en el combate balance.[89]
- 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.[90]
- Los desarrolladores probarán si merece la pena emplear o no los cooldowns globales GCDs en los diferentes tipos de habilidades durante la Alpha-2.[91]
Facciones
No hay facciones predefinidas en Ashes of Creation.[92]
- Hay "pseudo-facciones" (facciones temporales) en Ashes of Creation.[93]
- 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.[93]
- 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.[93]
- Las diferentes organizaciones sociales ofrecen líneas de misiones para atacar otras organizaciones.[93]
We present the player with these soft friction events and then that determines who your friends and your foes are.[93] – 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.[94] – Steven Sharif
Mundo abierto
Ashes of Creation será una experiencia absoluta de mundo abierto.[97]
Más o menos habrá una proporción de 80/20 entre mundo abierto y encuentros instanciados.[96][98][99]
- Los asedios a castillos y nodos pueden tener zonas instanciadas donde grupos específicos pueden participar en encuentros basados en objetivos.[77]
- Las mazmorras y las raids mantendrán una sensación de mundo abierto, aprovechando al mismo tiempo las mecánicas instanciadas.[100]
- 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.[102] – 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.[97] – Jeffrey Bard
El sistema de PvP flagging favorecerá las oportunidades de pvp abierto.[104]
- 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.[102] – Steven Sharif
PvE
El sistema de Nodos facilitará la creación de nuevo contenido PvE como misiones, mazmorras, raids y eventos de monedas de monstruo.[109]
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.[110] – Steven Sharif
El contenido PvE se adapta al desarrollo del mundo para evitar que sea repetitivo.[108]
Pvp
El Pvp (combate de jugador contra jugador) es el catalizador del cambio en Ashes of Creation.[112] 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[109]
- 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.[76] – 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.[113][114][115][116]
- Asedios.[114][117][116][118][116]
- Caravanas.[114][116][117]
- Guerras de clanes.[114][119][117]
- PvP naval en mar abierto.[114][120][121]
- 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.[113] – Steven Sharif
- Las penalizaciones por muerte no se aplican (casi nunca) en los eventos basados en objetivos (también llamados eventos autorizados "sanctioned events").[122][123][124][75]
- La degradación de equipo si que se aplica al morir durante los eventos de PvP de caravanas.[123][124]
- 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.[114][117]
- 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.[125][117]
- 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.[117] – 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.[126] – 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.[127]
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.[128]
- Muy poco equipo estará ligado a la cuenta o al alma en Ashes of Creation.[129][130]
- La economía del juego se basa en la elaboración y degradación de los objetos.[129]
- El equipo se puede obtener mediante elaboración, recoleción y procesado además de en jefes de raids y mazmorras.[130]
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.[130] – Steven Sharif
- Armas y armaduras no tienen bloqueo por clase, pero si que ciertas clases son más eficientes con determinados tipos de armas y armaduras.[131][132]
Armas y armaduras no tienen bloqueo racial, pero las armaduras si que cambiarán su apariencia en función de la raza.[133][134]
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.[136]
- Hachas (A una y dos manos).[137]
- Arcos.[137]
- Garrotes.[138]
- Ballestas.[139]
- Dagas.[137]
- Martillos.[140][141]
- Lanzas de caballería.[142]
- Mazas (A una y dos manos).[137]
- Orbes.[137]
- Polearms/Halberds.[137]
- Lanzadores de pociones (probablemente).[139][143]
- Cetros.[144]
- Escudos.[137]
- Lanzas (A una mano).[145][146]
- Libros de hechizos.[137]
- Bastones.[137]
- Espadas/Estoques (A una y dos manos).[137][147]
- Varitas.[148]
Hay una diferencia clara entre las armas cuerpo a cuerpo y las armas a distancia.[137]
Tipos de armadura
Tipos de Armadura en Ashes of Creation:
- Cascos.[151]
- Hombreras.[152]
- Capas.[153][154]
- Armadura de pecho.[155]
- Muñequeras.[156]
- Guantes.[152]
- Cinturones.[152][157]
- Pantalones.[152]
- Botas.[156]
Razas
Ashes of Creation ofrece nueve razas jugables.[159][160]
Raza padre | Raza | |
---|---|---|
Humanos Aelan | Kaelar.[161] | Vaelune.[161] |
Enanos Dünzenkell | Dünir.[161] | Niküa.[161] |
Orcos Kaivek | Ren'Kai.[161] | Vek.[161] |
Elfos Pyrian | Empyrean.[161] | Py'Rai.[161] |
Tulnar.[162] |
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.[163] – 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.[164] – 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.[165] – Steven Sharif
Religiones
Hay seis religiones principales así como una religión Tulnar/en el Reino Subterraneo[167][168][169]
- La religión pretende ser algo inspirador, no algo estético.[170]
- Elegir una religión permite a los jugadores recorrer un camino más iluminado u oscuro mediante las elecciones de sus misiones y otras acciones.[171][172][166]
Habrá diferentes misiones. Ciertas acciones que los jugadores podrán tomar para, quizá, perseguir el lado más oscuro del metaverso, por decirlo de alguna manera.[171] – 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.[167] – 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.[174]
- Los Tulnar no son el resultado de la corrupción.[175]
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.[174] – Steven Sharif
Clases
Con 8 Arquetipos para combinar, los jugadores pueden elegir entre sesenta y cuatro (64) combinaciones para crear su clase.[176][177][178]
Lore
Hay diferentes partes del Lore en Ashes of Creation.[182]
Estos arcos narrativos conducen a uno o más arcos de misiones.[182]
- Es posible que algunas historias estén relacionadas con un camino más oscuro o malvado, si un personaje así lo elige.[166]
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.[183] – 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.[184] – Jeffrey Bard
Progresión
Se puede progresar a través de diferentes vías.[185][186]
- El objetivo es proporcionar una progresión tanto vertical como horizontal.[187]
- La repetición no será parte de la progresión en Ashes of Creation.[188]
- Las vías de progresión en Ashes of Creation son por personaje.[189]
The way that Ashes is constructed is there are multiple paths of progression from a from a PvX perspective, a wide net perspective that players have interest in; and you're not going to be able to become the master of everything. So you're going to have to pick and choose, but even picking and choosing that gives you a place within that aspect of the world at a place that's going to be something that you can build up a reputation around.[185] – Steven Sharif
The game hosts a wide array of progression paths, and some of those paths will grant additional paths to augmenting your threat generation. This can be in the form of enchantments and stats ... and even in the form of augments granted from societies and religions. Gear and skills choice are also a big component.[190] – Steven Sharif
Multiple playstyles should be relevant and viable. Additionally, you have a spread between casual players and hard-core players; and most of us exist somewhere on that spectrum. The progression path in a society or religion is more conducive to the time we have to play. Whereas, someone else may be playing several hours a day, and they have a better opportunity for the raid/level progression that might require some more dedication. So we want to have these different progression paths available to accommodate the different times in our lives that we have to play the game. And all of those types of progressions will make us relevant in some way shape or form to the general world.[191] – Steven Sharif
Having the ability to gain power at a sacrifice... That's a way to reach a horizontal type of progression. It may not be entirely, because there could potentially be a meta if balancing isn't done correctly; but the objective there is to make sure we have both vertical and horizontal progression in the game.[192] – Steven Sharif
La subida de nivel no seguirá el típico camino lineal, aunque si que existen mecánicas clásicas para subir de nivel.[194][195]
- La experiencia (XP) se obtiene a través de una variedad de vías de progresión verticales y horizantes, como Pvp, PvE, exploración, recolección/procesado/crafteo, eventos/misiones, grindeo de enemigos.[194][187][196]
- Se otorgará XP por participar en PvP basado en objetivos de forma decreciente.[197]
- Algunos niveles pueden ofrecer más recompensas que otros.[199]
- I think you can emphasize some levels more than others and that's a great way to do progression. But I think ultimately that you should see a reward for your progress or effort spent.[199] – Steven Sharif
- As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[200] – Steven Sharif
- If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[202] – Steven Sharif
- Un jugador podría, en teoría, subir a máximo nivel en un único nodo, siempre que ese nodo estuviera en un nivel lo suficientemente alto, aunque no sería el medio más eficaz para subir de nivel.[203]
Nivel máximo
Se espera que el límite de nivel en el lanzamiento sea nivel 50.[204]
- En el momento del lanzamiento, los desarrolladores prevén que el nivel máximo se podrá alcanzar en unos 45 días si se juega entre 4 y 6 horas al día.[205][206]
- En la versión Alpha-1 la progresión fue hasta el nivel 15.[207]
- En la Alpha-2 se espera una progresión hasta el nivel 35 (sujeto a cambios).[208]
Los personajes de nivel inferior tendrán una utilidad en los combates masivos (como los asedios a los nodos) que no depende directamente de su nivel, como por ejemplo manejar armas de asedio, ayudar a reparar fortificaciones, aportar buffs basados en la proximidad de posiciones clave, usar el sigilo o escalar muros. Este tipo de cosas son relevantes en el fragor de la batalla y no requieren que el jugador sea de nivel máximo o tengas uans estadísticas de combate elevadas.[209]
The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.[205] – Steven Sharif
Grindeo
La repetición no será parte de la progresión en Ashes of Creation.[210]
- No habrá misiones de "grindeo".[210]
- No habrá misiones repetitivas a través de una sola mazmorra para obtener equipo.[130]
- La aspiración es tener más cosas que hacer en el juego de las que un jugador tiene tiempo para hacer.[210]
AFK leveling
No habrá AFK leveling (auto-leveling) en Ashes of Creation.[200][201]
Queremos que este juego se juegue. Si hay cosas que puedes hacer para no jugar al juego y aún así progresar, hemos hecho algo mal.[201] – Jeffrey Bard
Escalado por nivel
Habrá un programa de mentores en el que los jugadores de nivel superior podrán beneficiarse de hacer grupo y/o ayudar a los jugadores de nivel inferior y hacer que ubiquen dentro del juego.[211]
- Algunos edificios de nodos y organizaciones ofrecen misiones que pueden ser iniciadas por un mentor para ayudar a los nuevos jugadores. Se ofrecen recompensas tanto para el mentor como para el alumno al completarlas.[212]
There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[213] – Steven Sharif
The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[212] – Steven Sharif
Progresión de clases
- Los jugadores reciben puntos de habilidad a medida que levelean. Estos pueden ser usados para subir de nivel sus habilidades en su árbol de habilidades.[216]
- No será posible subir de nivel todas las habilidades del árbol de habilidades.[216]
- Un jugador deberá elegir un arquetipo secundario cuando alcance nivel 25.[176] La combinación de los arquetipos primario y secundario son conocidas como clases.[176][177][178]
- El segundo arquetipo no otorga habilidades adicionales.[217]
- El segundo arquetipo se podrá cambiar, pero no "al vuelo".[215][218]
- El jugador puede entonces aumentar sus habilidades primarias con los efectos de su arquetipo secundario.[176][214]
- Cada habilidad en el árbol de habilidades tendrá diferentes opciones de aumento del árbol secundario. Este es un ejemplo de progresión horizontal.[214]
- Los aumentos en las habilidades principales pueden básicamente cambiar la forma en la que funcionan - adaptando lo que la habilidad hacía, para incorporar la identidad del arquetipo/clase secundaria.[219]
Si un luchador eligiese ser mago como arquetipo secundario, el luchador se convertiría en "Spellsword". Ésta combinación crea aumentos que pueden ser aplicados en habilidades de su árbol de habilidades primario. Los luchadores tienen la habilidad Embestida que les permite embestir a sus objetivos; y una vez los alcanzan, infligirles una cierta cantidad de daño con una posibilidad de derribarlos. Un aumento en destello puede ser aplicado a la habilidad embestida, lo que teleportará al jugador al objetivo; eliminando así el tiempo de la carga de la habilidad.[214]
La progresión de clase no tiene nada que ver con la progresión de artesanía del jugador.[220]
Los eventos del mundo no afectan directamente a la eficacioa de la clase pero puede haber efectos secundarios en términos de disponibilidad de equipo, encantamientos o tatuajes.[221]
Progresión de armas
Las armas tienen su propio progreso.[224][225]
- Cada tipo de arma tiene su propio árbol de habilidades que ofrece habilidades pasivas y procs así como efectos de estado.[226][227][228][229][230][231][232][233][224][219][234]
- El sistema combinado de las armas determinan los efectos especiales que se activan en función de la progresión del arma.[224][234]
- Procs de efectos secundarios basados en los tipos de encantamientos.[234]
- Se pueden aplicar mejoras de equipos (piedras de poder) para añadir daño de tipo elemental o de energía.[234]
- Las armas duales tendrán su propia progresión según el tipo de arma.[235]
- El "dominio" de las armas (basado en el uso continuado de la misma) no es una característica planificada.[219]
- Q: Are weapons balanced towards a proficiency system (i.e. the longer I use a sword, the better my damage will be), or will it be a normal RPG stat system with no long-term scaling?
- A: We will not be using a proficiency system as described, but players will have passives available in their skill tree that will increase effectiveness of certain weapons. Becoming a master of swords will be something that is possible, just not in that particular manner.[219] – Sarah Flanagan
Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[234] – Steven Sharif
Progresión de mascotas
Las mascotas de combate se podrán subir de nivel y dispondrán de equipo.[236][237]
- Las mascotas de combate incorporarán parte del poder de su dueño de forma que la progresión de poder sea horizontal.[238][239][240]
- El poder se presta a la mascota cuando es invocada y se devuelve al jugador inmediatamente cuando la mascota desaparece.[241]
Las invocaciones del invocador (Mascotas de invocador) si que añaden poder al invocador cuando son invocadas.[238]
Combat pets, which can be acquired by any archetype- and this is essentially an item that exists within your backpack- you cast the item to summon your pet. When it is summoned it's not intended to be a vertical gain of power, because when you make combat pets a vertical power gain, then it becomes a no choice solution: you must have a combat pet if you want to play efficiently- you must have a combat pet; and I wanted to steer clear of that because the way I wanted to approach combat pets was more of a horizontal power choice; meaning: depending on the type of encounter you're facing, depending on the threat assessment you have, a combat pet might be relevant, or it might not. One combat combat pet might be more relevant than another combat pet and that's part of your gear acquisition, your item chase to attain this more comprehensive selection of combat pets that you can have available to you and can be summoned in the event that you want to engage an encounter with a different aspect of your power curve: Not vertical, but horizontal.[238] – Steven Sharif
Progresión de las profesiones
Dentro de cada una de las tres vías de artesanía (Recolección, procesado y Elaboración) hay diferentes profesiones. Un personaje sólo puede dominar una de estas dos vías principales y hasta dos (2) profesiones dentro de esta clase de artesanía (sujeto a pruebas).[242][243][244][245]
- When it comes to complete mastery, we're really identifying around two or three right now, but that's something that gets play tested- something gets iterated upon.[243] – Steven Sharif
- Un personaje podrá alcanzar una competencia de nivel 3 o 4 en las profesiones que no domine.[243][246] – Steven Sharif
- Players will have the opportunity to dabble in all of the professions at a very beginners level and then that gives them an understanding of what that profession feels like and then allows them to pinpoint the direction that they want to go in to master particular professions.[246] – Steven Sharif
- En función de las pruebas, se puede decidir limitar los certificados de dominio de una profesión a un valor máximo.[247][248]
- Becoming a master Crafter or a master Processor or a master Gatherer should be a significant time investment and resource investment; and because of that it should also be something that when you achieve that status it's like people on the server know who you are.[249] – Steven Sharif
- El dominio de estas profesiones no se limita a fabricar un objeto. Conceden muchas cosas como titulos, acceso a objetos, rebajas y misiones. [250]
- Previamente se decía que, con un esfuerzo considerable, un jugador podía dominar todas las profesiones dentro de una clase de artesanía. [251][252] Esto se cambió más tarde para que un jugador pudiera dominar algunas, pero no todas las profesiones dentro de esta clase de artesanía.[253][254] Esto se cambió para poder dominar hasta dos o tres profesiones dentro de una clase de artesanía que se domine (sujeto a pruebas).[243] La postura actual es poder dominar hasta dos profesiones.[242]
La progresión de artesanías dentro del árbol de habilidades, se basa en la experiencia (repetición de tareas) dentro de una rama, así como de la realización de ciertos hitos dentro de cada rama.[255]
- Elegir una de estas vías específicas dentro del árbol de habilidades, da al jugador la oportunidad de especializarse en un área determinada. Esto fomenta la inter-dependencia del jugador, mejorando la experencia en la artesanía.[256]
- When we reference not being masters of all that doesn't mean you're not a master within your own one of the three artisan types, which is crafter or gatherer, processor. You will be a master of one of those, you will not be master of the other two.[244] – Steven Sharif
Progresión de las religiones
Hay vías de progresion de los jugadores dentro de una religión.[257][170]
- Los jugadores solo pueden seguir a una religión a la vez.[257][170]
- La progresión de las religiones se basa en misiones que sólo se ofrecen a los seguidores de esa religión.[257]
- Las religiones tienen un sistema de clasificación basado en el rendimiento del jugador en estas misiones, así como en el número de misiones completadas.[257][258]
- Al cambiar de religión se perderá el progreso en la religión anterior del jugador.[257][170]
It depends on their dedication to the religion itself; their performance when it comes to certain religion's religious objectives; their contribution to the development of that religion within the world. There's a lot of different markers that we use at each stage to determine how they progress within the religion.[259] – Steven Sharif
Las clases de marinero (también denominadas artesanía de barcos, habilidades de marinero o naútica) poseen diferentes árboles de habilidades similares a los árboles de habilidades de las clases de artesanías. A medida que un jugador gana experiencia en este tipo de habilidades, se vuelve más hábil en su uso.[260][261]
- Uso de diferentes accesorios, como la artillería.[260][261]
- Pilotaje de un barco.[260][261]
- Navegación del barco.[260][261]
- Usar los componentes del barco, como enrollar las velas.[260][262]
- Reparación del barco, como la velocidad y cantidad de salud restaurada.[260][261]
- Habilidades defensivas.[261]
- Habilidades basadas en la utilidad.[261]
- The benefits of having Mariner expertise is not just related to activities you can do on the ships, but will also incorporate skills that become available when you're piloting ships as well. There's a few things that Mariner classes provide: interaction with attachments on the ship, driving the ship itself, utilizing the ship's components—like furling the sails or not—as well as repairing ships when damage is taken—the speed at which you can do it, the health you regenerate when you do it.[260] – Steven Sharif
Las zonas y su progresión
Las mazmorras, raids, jefes de mundo, enemigos, misiones, eventos, recursos, narrativa y cualquier otro contenido dentro de la ZOI de un nodo tendrán un nivel de dificultad variable; pero escalará con el avance de ese nodo y de su influencia racial.[263][264][54]
We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[265] – Steven Sharif
Progresión de gremios
La progresión de los gremios se consigue miediante la participación en diferentes sistemas.[266]
- Misiones.[266][267]
- Nodos.[266]
- Organizaciones sociales.[266]
- Elaboración (Crafting) de determinados objetos.[267]
- Eventos.[267]
Cuando el gremio progresa, se otorgan puntos de habilidad que el gremio puede asignar para desbloquear aspectos de su árbol de habilidades, como habilidades pasivas, aumentos y número de miembros.[266][268][269]
- Las habilidades pasivas aumentan determinadas estadísticas relacionadas con la capacidad de un miembro del gremio en el combate u otros aspectos del mismo, como puede ser la economía.[266]
- Los aumentos pueden aplicarse en los niveles superiores de la progresión del gremio.[266]
- Los miembros del gremio no necesitan ser ciudadanos del mismo nodo para beneficiarse de las habilidades pasivas y de los aumentos.[270]
- El tamaño del gremio puede ser reemplazado por la progresión del gremio.[266][271]
- Cuanto mayor sea el límite de miembros del gremio, menos opciones de habilidades estarán disponibles para ese gremio.[272]
- Las alianzas de gremios pueden ser una parte clave para crear un "gremio" más grande.[271]
- La sala del gremio se puede desbloquear en una determinada etapa de avance del gremio.[268]
- Los gremios no pueden reajustar sus puntos de habilidad una vez asignados. Esto está sujeto a pruebas.[273]
- It's not always going to be combat. You could have an economic focus guild. You could have a trade oriented guild; and there's all sorts of things that you can put together and give your guild its own identity.[266] – Jeffrey Bard
Progresión de las organizaciones sociales
Un jugador progresa en una organización social cumpliendo tareas o misiones.[274] Existen rutas jerárquicas que pertenecen a líneas de misiones específicas para la temática de la organización.[274] Estas misiones pueden ser cooperativas o enfrentadas contra otros nodos en función del estado de guerra de los nodos.[275]
- Sabotaje.[276]
- Espionaje.[276]
- Intriga.[276]
- Por ejemplo, un gremio de ladrones puede tener objetivos y misiones para conseguir un determinado objeto que permita a los jugadores avanzar dentro de la organización.[274]
Social organizations are going to have questlines that players participate in which some will include sabotage, espionage, intrigue... While it's not necessarily player versus player in the combat sense, it is player versus player in pitting communities in those organizations against each other in a competitive atmosphere, where only some things can be accomplished by certain communities; and not everybody can succeed at a particular task. So, I think that that's a unique way to involve meaningful conflict that doesn't necessarily have to relate to PvP, because obviously we have a lot of PvP systems in the game and and there are many ways for players to participate in player versus player combat; but we also want to make sure that from a progression standpoint, from a system standpoint there are going to be abilities of individuals to follow these questlines, these tasks that will pit organizations against each other, specifically from an organizational standpoint.[276] – Steven Sharif
- Las organizaciones sociales desbloquean aumentos.
You're gonna see augments being used a lot throughout a lot of our systems. When we're talking about the guild system, when we're talking about social organizations, when we're talking about religions. A lot of those things are going to affect how and what you have available to augment your skills with.[277] – Jeffrey Bard
Progresión de las alianzas
Ashes of Creation podrá tener contenido específico que gire entorno a las alianzas.[278]
- Rutas de progresión para alianzas.[278]
- Servicios comunes compartidos de gremios entre miembros de una alianza.[278]
- Alianzas de nodos.[279][278]
- Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those channels of bonding between the different guilds or players, the more sustainable that relationship.[278] – Steven Sharif
Progresión de las parcelas (Freehold)
Los edificios del freehold pueden subir de nivel en función de la duración y productividad del mismo freehold.[280]
- La progresión del freehold desbloquea nuevas bonificaciones, habilidades y capacidades.[280]
We want there to be progression in many systems and part of the freehold progression is that when you establish these base buildings the longer and more productive you are and exist with that freehold, the more opportunity those buildings will have to both level up: offering new bonuses, new abilities, new capabilities; and just surviving in this world is a feat in and of itself, so it's rewarded by allowing progression with those things.[280] – Steven Sharif
Las tabernas ofrecen servicios por niveles.[281]
- Misiones que solo pueden recogerse en tabernas que sean propiedad de jugadores.[281]
- Comidas que otorgan bufos durante un período de tiempo desde que el jugador se marche.[281]
- Recetas que podrán venderse a jugadores con profesiones de cocina y que solo pueden obtenerse de un negocio propiedad de un jugador en un área concreta.[282][281]
Cuanto más tiempo esté la taberna en funcionamiento, y más clientes atienda, más rápido subirá de nivel.[282][281]
- Q: What benefits do players receive for taking on the role of a tavern owner?
- A: You will get noticeability with regards to your creations because that will be displayed to the characters that consume those things; but, in addition, you can get certain types of itemization rewards depending on the number of patrons that you serve. You can also reap economic rewards, such as gold from the inn that you are selling your goods at. And then you can unlock access to certain types of recipes and or vendors based on the level of reputation you build up in that particular node.[282] – Steven Sharif
Progresión de las monedas de monstruo
Existe un sistema de progresión que nivela las habilidades de monstruo de un jugador en función de las frecuencia con la que participa en eventos de monstruo.[283]
In Ashes of Creation a large portion of world events revolve around the environment reacting to the player. This means that as players are exploring the world and developing civilization around them the environment is responding to this encroachment by spawning dynamic events and creatures to attack those developing cities. These events occur in 3 different types: the Legion level the Elite level and the Epic level.[284] – Steven Sharif
Conforme los nodos avanzan, también lo hace el nivel de los monstruos.[285] Hay niveles de eventos, que definen el nivel de los monstruos que se generan.[286]
- El nivel de la moneda de monstruo determina lo poderoso que es el monstruo.[287]
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.[288] – Steven Sharif
Equilibrio de las clases
El equilibrio en Ashes of Creation está enfocado en el grupo, y no en el combate 1vs1"[289][290][291]
- Los enfrentamientos 1 contra 1 tendrán una dinámica tipo piedra, papel y tijera, donde una clase será superior a la otra.[289][291]
- 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.[291] – Steven Sharif
- A la hora de equilibrar las habilidades de combate entran en juego varios factores.[292]
- 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.[292] – Steven Sharif
- El testing de la Alpha 1 se centró en la funcionalidad principal en lugar del equilibrio de combate.[89]
- 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.[289][293]
- 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.[289] – 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. [290][294]
- 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.[295][296][176][294][297]
Ciertos arquetipos secundarios son capaces de reducir las diferencias frente a sus "counters".[298]
- 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.[290] – 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.[298] – Steven Sharif
Escalada de poder
Los desarrolladores pretenden limitar el aumento de poder mediante la degradación de objetos, la falta de vinculación de equipo, y la ausencia de pay-to-win o pay-to-convenience.[223]
Pilares del diseño
El diseño de Ashes of Creation se adhiere a cinco pilares principales.[299]
- 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.[299]
Inspiración
Ashes of Creation se ha inspirado en otros MMORPG.[300]
- 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.[300] – Jeffrey Bard
- Eve Online, con su economía por regiones y el riesgo vs recompensa en el transporte de caravanas.[300]
- ArcheAge, con sus sistemas de construcción, transporte and combate naval.[300]
- Star Wars Galaxies, con su sistema de crafting.[300]
- Lineage II, con su sistema de riesgo vs recompensa, asedios a castillos, flageo de jugadores, PvP de mundo abierto y progresión de guilds.[301][302][303][300]
- 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.[302] – Steven Sharif
Estilo artístico
Ashes of Creation tendrá una mayor fidelidad gráfica que la mayoría de los juegos occidentales. No será demasiado estilizado ni "caricaturesco".[304]
We can push the limits a little bit on the graphical fidelity, especially using Unreal Engine 4... My desire was not to see very cartoony games. I'm not a big fan of highly stylized art.[304] – Steven Sharif
- It's not to say that people can't do steampunk well. I've enjoyed some steampunk stuff. I'm a very high fantasy oriented type of storyteller; and the inspiration for Ashes obviously comes from my pathfinder campaigns that I ran long ago; and those are always set in a high fantasy world. So it just compromises what I believe is the perspective of the storytelling in the environment.[305] – Steven Sharif
- Intrepid Studios no usa IA para la creación de arte.[306]
- We do not use AI for production, except in unique internal cases when communicating fast reference material.[306] – 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.[307]
- Algunas características del juego estarán más pulidos que otros antes de ser presentados.[308]
- 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.[308] – 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.[307] – 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.[309]
- 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.[309] – 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.[310] – 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.[311] – 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.[313]
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.[309] – Steven Sharif
Modelo por suscripción
Ashes of Creation (MMORPG) es un juego basado en pago por suscription.[315]
- La cuato de suscripción mensual es de USD $14.99.[316][317]
- 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.[318][319]
- Las suscripciones vitalicias se concedieron a los patrocinadores del crowdfunding de nivel "Braver of worlds" o superior.[45][320] These will never be available again.[321]
- 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.[322]
- El tiempo de juego (obtenido mediante crowdfunding y packs de pre-reserva) no empezará a contar hasta el lanzamiento del juego.[323]
- 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.[324] – Steven Sharif
Ashes of Creation Apocalypse era free-to-play.[325][326]
- There is no P2W in Apocalypse or the MMORPG![326]
Expansiones
Las expansiones de DLC ([[[Release schedule|lanzamientos]] posteriores al lanzamiento del juego) se planifican con una periodicidad mensual, trimestral o semestral.[47][48]
- La frecuencia y el tamaño de las expansiones dependerá de la popularidad y de la base de suscriptores del juego..[47]
- Los DLC no tendrán coste añadido además de la propia suscripción normal del juego.[327][328]
- Las expansiones más grandes añadirán nuevos contenidos y aumentarán varios contenidos del juego.[47][329]
- 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..[330]
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.[331] – 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.[331] – 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.[328] – Steven Sharif
Pay to win
Ashes of Creation no será pay to win.[332][324][333]
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.[333]
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.[324] – 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.[332] – Steven Sharif
Las ranuras de inventario, las cajas de botín RNG y las pociones de XP se consideran pay to win.[334][335][336][337]
- No habrá potenciadores de nivel ni auto-leveling.[200]
- No habrá sistema de cajas de botín en Ashes of Creation.[334]
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.[334]
- El uso de múltiples cuentas y el "multi-boxing" en ordenadores diferentes no se considera pay to win.[335][338][339]
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.[336] – Steven Sharif
- Q: Will there be RNG boxes?
- A: I dislike RNG. Archeage made me loath rng monetization gimmicks.[337] – Steven Sharif
Tienda de cosméticos (micro transacciones)
La tienda de cosméticos permite a los jugadores comprar cosméticos para usarlos en Ashes of Creation.[341] La tienda de cosméticos ofrece artículos por tiempo y cantidad limitados para ayudar a sostener el desarrollo del juego.[342]
- Se pueden conseguir cosméticos de buena calidad y cantidad a través del propio juego (sin necesidad de la tienda).[342]
- Nada en la tienda de cosméticos será pay to win.[343]
Nothing in our shop will ever be pay to win as we believe this practice greatly hurts the MMORPG genre.[343]
- Los cosméticos de la tienda ofrecerán una variada selección de looks únicos.[344]
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.[342] – Steven Sharif
- Los objetos de la tienda de cosméticos no se podrán comerciar.[345] There will be no gifting mechanism for cosmetic items.[346]
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[346] – Steven Sharif
Alts
Habrá un número suficiente de huecos disponibles de personajes para alts.[347][348]
- La progresión en Ashes of Creation es individual de cada personaje.[189]
- El equipo se podrá transferir entre personajes.[349][350]
- 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.[349]
- Los cosméticos se podrán reasignar entre personajes de la misma cuenta, con un posible cooldown.[351][352][353]
- Los alts dentro de una misma cuenta pueden tener diferentes profesiones.[245]
There will be a comfortable level of character slots available to players because we are a subscription model game.[348] – Steven Sharif
End-game
No tendremos el típico end-game en Ashes of Creation.[211]
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.[211] – 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.[219] – Sarah Flanagan
Referencias culturales
Habrá referencias culturales del mundo real, sobre todo en relación con fiestas y acontecimientos históricos del mundo real.[354]
- No se verán fuera de lugar en términos de inmersión. Serán homenajes.[354]
There will be some real world references, particularly with regards to potentially real world holidays as well as some historical events or cultures. For example the PAX East ship that was named Eleanor that we released a cosmetic of, you know, being a reference to the Eleanor ship that the tea was thrown off of; or colonialesque look.[355] – Steven Sharif
Influencias artísticas
- La arquitectura pyriana tiene influencias Greco-Romanas[356]
- Los Empyreanos tienen influencias Greco-Romanas.[357]
- Los Py'Rai están influenciados por los Nativos Americanos del pueblo Navajo.[357] La arquitectura Py'Rai está inspirada en las zonas boscosas.[358]
Los Vek están influenciados por las culturas mesoamericanas.[359]
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.[362]
- Puede que haya una opción para desactivar la sangre y el gore en el juego.[363]
- Es probable que haya lenguaje malsonante en las misiones.[364]
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.[364] – Jeffrey Bard
Dificultad del juego
Ashes of Creation se situará en el nivel de dificultad más alto en lo que respecta al compromiso.[293]
- 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.[365] – Jeffrey Bard
- There's a ton of room for difficulty on whatever scale... In a living world everything becomes much more difficult.[365] – Peter Pilone
Curva de aprendizaje
Ashes of Creation será fácil de comprender pero difícil de dominar.[366]
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.[367] – 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.[368] – 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.[369]
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.[369] – 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.[369] – 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.[370]
- Algunas de estas vías se podrán lograr de forma más inmediata, y son más adecuadas para jugadores casuales.[370]
- Los eventos "provocados" como las cravanas y los asedios permitirán a los jugadores casuales participar en eventos impactantes sin una inversión de tiempo significativa.[371]
- 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.[209]
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.[371] – Steven Sharif
- Otras vías de progresión requerirán una inversión de tiempo significativa que los jugadores casuales tardarán más en logran que los jugadores "hardcore".[370]
- 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.[370]
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.[370] – Steven Sharif
Programa de mentores
Habrá un programa de mentores en el que los jugadores de nivel superior podrán beneficiarse de hacer grupo y/o ayudar a los jugadores de nivel inferior y hacer que ubiquen dentro del juego.[211]
- Algunos edificios de nodos y organizaciones ofrecen misiones que pueden ser iniciadas por un mentor para ayudar a los nuevos jugadores. Se ofrecen recompensas tanto para el mentor como para el alumno al completarlas.[212]
There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[213] – Steven Sharif
The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[212] – Steven Sharif
Traducción
Ashes of Creation pretende estar disponible en los siguientes idiomas: Inglés, Francés, Alemán, Ruso, Italiano, Polaco, Español, y Portugués.[372][373][374][375]
- 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.
- Se están considerando otros idiomas en función del interés.[372][374][375]
- Las herramientas de personalización de la interfaz de usuario estarán disponibles en la ventana del chat.[377]
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.[372]
Los servidores no estarán bloqueados por idioma.[374]
Plataformas
Ashes of Creation se lanzará para Windows PC.[378][379]
- Es posible que más adelante se añada compatibilidad con consolas.[378][379]
- Es posible que en el futuro haya compatibilidad nativa con Linux.[378][380]
Q: Will the upgrade to UE5 affect the supported systems? A lot of people are like linux question mark.[378]
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.[378] – Steven Sharif
Rendimiento
Ashes of Creation estaba dando un rendimiento de 50-60 FPS con una 1080 Ti durante las primeras pruebas de la Alpha 1.[386]
- 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.[387][388]
- Se ofrecerán opciones de alta escalabilidad para ajustar el renderizado y los efectos de partículas.[389]
- El desenfoque de movimiento se podrá activar y desactivar.[390]
- 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.[387] – 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.[391][392][388]
- 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.[393] – Steven Sharif
Unreal Engine 4
Unreal Engine 5 is the graphical engine for Ashes of Creation.[394][395] The game was originally developed in Unreal Engine 4.[396] Migrating to UE5 early is expected to save time the long run compared to upgrading closer to release, or post-release.[397][398]
- The recommended system specs for the game have not changed for Unreal Engine 5.[399][400]
- Unreal Engine 5 enables improved forms of locomotion/animation (motion warping), such as crouching, tilting and mantling.[401][402]
- 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.[401] – 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.[403] – Steven Sharif
- Nanite enables increased graphical fidelity in the game (without excessive overhead).[403][404][405][397]
- 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.[406] – Steven Sharif
- Features (such as World partitions and One file per actor) make it much easier for multiple developers to work together.[397]
- World partitions also enable Unreal Engine 5 maps to exceed the map size constraints of UE4 (~20 kilometers squared).[397]
- Q: How does this upgrade to UE5 affect the Ashes of Creation release timeline?[397]
- 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.[397] – 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.[407][408]
- 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.[409]
- As of January 24, 2022 all teams have moved over to Unreal Engine 5.[410]
- The developers were able to transition to Unreal Engine 5.1.1 in February 2023 as part of milestone 4.[411][412][413]
- The upgrade to Unreal Engine 5.2 was completed. The developers expect to start upgrading to 5.3 around the end of 2023.[414][415]
- 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.[416]
- 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.[416] – 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.[417]
- 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.[418] – Ry Schueller
- Los servidores llevarán el nombre de los campeones e las grandes batallas que precedieron a la caída de Verra.[419]
- Los "primeros del servidor" serán grabados en los llamados fragmentos de memoria. Los jugadores podrán coleccionarlos en el juego para revivir sus experiencias.[420]
Habrá multitud de servidores repartidos por las distintas regiones del mundo.[421]
- Trás el lanzamiento, los usuarios podrán seleccionar su servidor en base al ping o la región que aparezca junto al servidor.[421]
- 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.[421]
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.[421] – 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.[422]
- Las estadísticas están disponibles por guild, sujetas a una estructura de permisas.[422]
Regiones
Ashes of Creation se lanzará con las siguientes regiones de servidores :[423][424]
- Norte América (NA).[425][426][427]
- Europa (EU).[425][426][427]
- Asia/Pacifico (SEA).[425][427][428]
- Oceanía (OCE) (Australia).[425][427][428]
- Es muy probable que haya servidores OCE en Sídney o Melbourne.[429]
- Es posible que los servidores OCE no estén disponibles hasta la Beta de Ashes of Creation y el lanzamiento de Ashes of Creation Apocalypse.[430]
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.[431] – Steven Sharif
Se considerarán otras regiones servidoras en función del interés.[425][424]
- Se está considerando Sudamérica debido al tráfico de esa región.[432]
Once we get closer to launch we'll update this information, which may include additional regions.[425]
Algunas regiones tendrán un precio de suscripción "armonizados", que refleje mejor sus economías locales. Estas regiones estarán separadas de las demás.[318]
- Los jugadores podrán crear personajes en el servidor que deseen. No habrá bloqueo de regiones (fuera de las regiones armonizadas).[319]
Folks have always been able to make characters on any server they wish. We are not region locking anyone.[319] – Margaret Krohn
Población de los servidores
Se impondrán límites de población en cada servidor.[433]
- Se preveen entre 8-10k usuarios simultáneos por servidor.[434][431][435][436]
- Al principio habrá un número limitado de cuentas registradas (aproximadamente 15,000) por servidor para ayudar a mitigar las colas de inicio de sesión.[437]
- Puede haber colas para entrar en servidores con mucha población, pero el objetivo es evitar colas excesivamente largas.[439]
- 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.[438][66]
- 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.[422]
Historia en el servidor
El historial de cada servidor será registrado y se encontrará visible para los jugadores en la biblioteca de los nodos.[441][442]
- 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.[442] – 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.[443]
Instanciación de los servidores
No habrá capas de servidor (sharding) en los servidores.[444][445]
Tipos de servidores
- No habrá servidores separados para roleplaying (RP).[446]
- No habrá servidores separados para PvE ni Pvp.[447]
Transferencia entre servidores
Las transferencias entre servidores, sin contar las fusiones, no serán posibles al principio.[448][219]
- Los desarrolladores quieren evaluar el impacto en el alojamiento y otros sistemas cuando el lanzamiento está más cerca.[219]
Editores
Intrepid Studios autopublicará Ashes of Creation en las regiones de NA (Norteamérica), OCE (Oceanía) y SEA (Sudeste Asiático) regions.[449][450]
- Intrepid Studios abrirá oficinas en Ámsterdam para apoyar sus operaciones de publicación en las regiones de EU (Unión Europea) y la CEI.[451]
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.[451] – Steven Sharif
El MMORPG Ashes of Creation no se publicará en la plataforma Steam.[452]
- Las pruebas de acceso anticipado de Ashes of Creation Apocalypse battle royale finalizaron el 10 de marzo de 2020. Anteriormente estaba disponible para su descarga en el sitio web oficial y en Steam.[19]
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.[451]
- 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.[451]
- 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.[451]
- 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.[451]
- 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.[451]
- 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.[451]
- 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.[451]
- 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.[451]
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..[453]
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.[453] – Steven Sharif
Voces de PNJs
Los PNJs tendrán locuciones de saludos narradas.[454][455]
- Actualmente no está previsto que las misiones sean narradas.[454]
- Añadir locuciones al juego más adelante es un cambio bastante cosmético.[454]
Is it difficult to add voice acting later? No, it's definitely not... It's a fairly cosmetic change.[454] – 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.[456] – 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.[457][458][459][460]
- 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..[457][460]
- 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.[457] – Steven Sharif
- Los bots, tramposos, vendedores de oro y RMT se enfrentarán a duras sanciones por parte del equipo activo de GM/equipo comunitario.[461][460]
- 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.[461] – Steven Sharif
Doble factor de autenticación
La autenticación de dos factores (2FA) basada en tokens puede que esté disponible en el Alpha-1.[462]
Addons/mods
Los addons y los medidores de DPS y amenaza no se permitirán.[463][464][465][466]
- 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.[465] – Steven Sharif
- Los desarrolladores no quieren que se necesiten addons/mods para disfrutar del juego.[467]
- Los desarrolladores creen que los medidores de DPS (parsers) pueden causar toxicidad y otros comportamientos negativos[464][468][466]
- 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.[464] – Steven Sharif
- Los medidores de amenaza tampoco estarán presentes en el juego. En su lugar, habrá indicadores visuales de amenaza.[464]
- 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.[464] – Steven Sharif
- 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.[469]
- El diseño de la API del juego aún está bajo consideración.[470]
Hitos
December 2015 | First team members were hired.[471] |
---|---|
February 2016 | Ashes of Creation design documentation and prototyping.[472][471] |
December 10, 2016 | Official website was launched and project announced.[471] |
January 18, 2017 | Official discord was launched.[473] |
May 2, 2017 | Kickstarter crowdfunding campaign launched with $750,000 funding goal.[474] |
June 3, 2017 | Kickstarter crowdfunding campaign completed with 19,576 backers raising $3,271,809.[475] |
June 2017 | Game production began with a team size of 15-20.[472] |
June 21, 2017 | El verano de la financiación campaign launched.[476] |
July 22, 2017 | Summer crowdfunding campaign completed with 2,485 backers.[477] |
September 1, 2017 | PAX West 2017.[478][479] |
November 4, 2017 | Raised $16,500 for Extra Life children's hospitals.[480] |
December 15, 2017 | Alpha-0 released on schedule.[9] |
March 19-23, 2018 | Game Developers Conference (GDC) 2018.[481] |
April 5, 2018 | PAX East 2018.[482] |
August 15, 2018 | Last day for purchases of Alpha-1 through Intrepid pre-order packs.[483] |
August 20, 2018 | At Gamescom with My.com.[484] |
August 27, 2018 | 100 developers working on Ashes of Creation.[485] |
September 1, 2018 | PAX West 2018 panel.[486] |
October 19, 2018 | Ashes of Creation Apocalypse battle royale (previously called Alpha-1 phase 1 battlegrounds).[12] |
November 4, 2018 | Raised $20,518 for Rady Children's hospital with Extra Life.[487] |
April 15, 2019 | 60 developers working on Ashes of Creation at San Diego offices (following disengagement with Malaysian art team).[488] |
November 3, 2019 | Raised $20,901 for Rady Children's hospital with Extra Life.[489] |
August 21, 2020 | Announced a mutual parting of ways with publisher My.games.[451] |
October 17, 2020 | Almost 3,000,000 registered accounts for Ashes of Creation.[490] |
October 17, 2020 | ~87 developers working on Ashes of Creation.[491] |
November 8, 2020 | Raised $88,546 for Rady Children's hospital with Extra Life.[492] |
February 26, 2021 | Official ashesofcreation.com website redesign.[493] |
May 5, 2021 | Alpha-1 sales resumed with the announcement of the Adventurer pre-order pack.[494] |
May 17, 2021 | Verbal NDA was lifted from Alpha-1 testing.[495] |
July 9, 2021 | Alpha-1 no-NDA preview weekend began on schedule.[32] |
July 11, 2021 | Alpha-1 no-NDA preview weekend completed on schedule.[31] |
July 14, 2021 | Alpha-1 no-NDA month long test began on schedule.[496][497] |
August 15, 2021 | Alpha-1 no-NDA month long test completed on schedule.[33] |
November 7, 2021 | Raised $34,485 for Rady Children's hospital with Extra Life.[498] |
December 23, 2021 | Announced that Ashes of Creation is moving to Unreal Engine 5.[394][395] |
January 14, 2022 | Over 120 people working on Ashes of Creation.[499] |
November 5, 2022 | Raised $77,939 for Rady Children's hospital with Extra Life.[500] |
August 31, 2023 | Over 150 people working on Ashes of Creation.[501] |
November 5, 2023 | Raised $76,964 for Rady Children's hospital with Extra Life.[502] |
December 19, 2023 | Over 170 people working full-time on Ashes of Creation.[503][504] |
March 1, 2024 | 188 employees working on Ashes of Creation.[505] |
Accomplishments
- MMORPG con más financiación de Kickstarter.[506]
- Séptimo videojuego más financiado de Kickstarter.[507]
- MMO más esperado – Premios a lo mejor de 2017 de MMORPG.com.[508]
- MMORPG práctico de acceso anticipado más esperado – MMOs World.[509]
- Gamescom 2018: Mejor juego independiente.[510]
- Gamescom 2018: Mejor juego online.[510]
- Mejor MMO independiente de 2020 – encuesta de los lectores de massivelyop.com.[511]
- MMO más esperado de 2021 en adelante – encuesta de los lectores de massivelyop.com.[512]
- TTop 10 de los mejores nuevos MMORPG para 2021 en adelante – Forbes.[513]
- Mejor estudio de MMO de 2022 – MMOGames.[514]
Franchise
Ashes of Creation will be a franchise.[515]
- Ashes of Creation MMORPG.[515]
- Ashes of Creation Apocalypse.[516]
- Ashes of Creation board game.[517][518]
- Ashes of Creation TTRPG (Table Top Role Playing Game) is a possibility post-launch.[517]
- 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.[517] – Steven Sharif
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
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
- ↑ Transmisión en vivo, 2021-01-29 (46:48).
- ↑ 2.0 2.1 Ashes of Creation MMO.
- ↑ 3.0 3.1 3.2 3.3 3.4 A reactive world - Nodes.
- ↑ 4.0 4.1 Transmisión en vivo, 2022-10-28 (32:52).
- ↑ Pódcast, 2021-04-11 (46:44).
- ↑ Transmisión en vivo, 2022-10-14 (37:10).
- ↑
- ↑
- ↑ 9.0 9.1 Transmisión en vivo, 2018-01-18 (2:48).
- ↑ Transmisión en vivo, 2018-09-01 (54:06).
- ↑
- ↑ 12.0 12.1 12.2
- ↑ Press release - Ashes of Creation Apocalypse Launches December 18.
- ↑
- ↑ Blog: Ashes of Creation Apocalypse heads into early access.
- ↑ @AoCApocalypse on Twitter.
- ↑ 17.0 17.1 Transmisión en vivo, 2019-12-17 (18:33).
- ↑ Blog: Early Access for Ashes of Creation Apocalypse Battle Royale Testing Ends.
- ↑ 19.0 19.1
- ↑ March 2020 newsletter.
- ↑ Vídeo, 2020-03-23 (0:01).
- ↑
- ↑
- ↑
- ↑ Creative Director's Letter, 2020-04-1.
- ↑ 26.0 26.1 26.2 Blog: Creative Director's Letter, October 16 2020
- ↑ Transmisión en vivo, 2021-02-26 (14:58).
- ↑ Blog: Creative Director's Letter, January 2021.
- ↑ 29.0 29.1 29.2 29.3 29.4 Alpha One Schedule Update, May 10 2021.
- ↑ 30.0 30.1 An Update on Alpha One Schedule, March 12 2021
- ↑ 31.0 31.1
- ↑ 32.0 32.1 Ashes of Creation Twitter - Alpha-1 Preview Weekend Begins
- ↑ 33.0 33.1
- ↑ 34.0 34.1 34.2 34.3
- ↑ 35.0 35.1 35.2 Transmisión en vivo, 2023-09-29 (55:34).
- ↑ Entrevista, 2023-07-09 (26:35).
- ↑ 37.0 37.1 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?
- ↑
- ↑ 44.0 44.1
- ↑ 45.0 45.1
- ↑ Transmisión en vivo, 2019-03-08 (57:26).
- ↑ 47.0 47.1 47.2 47.3 47.4 47.5 47.6 47.7 47.8 Entrevista, 2021-02-07 (21:57).
- ↑ 48.0 48.1 48.2 Transmisión en vivo, 2017-05-08 (11:14).
- ↑ 49.0 49.1 49.2 Node series part II – the Metropolis.
- ↑ Node series part I
- ↑ 51.0 51.1 Blog: 10 facts about castle sieges in the MMORPG.
- ↑ 52.0 52.1
- ↑ 53.0 53.1 Pódcast, 2018-04-23 (15:14).
- ↑ 54.0 54.1 54.2 54.3 Blog - Know Your Nodes - The Basics.
- ↑ 55.0 55.1 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).
- ↑ 59.0 59.1 Transmisión en vivo, 2020-11-30 (37:16).
- ↑ 60.0 60.1 60.2 60.3 60.4 Blog - Know Your Nodes - Advance and Destroy.
- ↑ Vídeo, 2017-04-20 (0:02).
- ↑
- ↑ 63.0 63.1 Transmisión en vivo, 2017-10-16 (50:20).
- ↑
- ↑
- ↑ 66.0 66.1 66.2 Entrevista, 2020-07-18 (10:04).
- ↑ 67.0 67.1 Entrevista, 2020-07-08 (1:00:15).
- ↑
- ↑ Transmisión en vivo, 2021-09-24 (1:21:23).
- ↑ 70.0 70.1 Transmisión en vivo, 2017-05-26 (28:16).
- ↑ 71.0 71.1 71.2 71.3 71.4 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?
- ↑ 75.0 75.1 Transmisión en vivo, 2020-12-22 (1:13:51).
- ↑ 76.0 76.1 Vídeo, 2017-04-30 (5:31).
- ↑ 77.0 77.1 Transmisión en vivo, 2022-01-28 (17:50).
- ↑ 78.0 78.1 Vídeo, 2021-05-28 (25:44).
- ↑ Vídeo, 2022-09-30 (23:13).
- ↑ 80.0 80.1 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).
- ↑ 85.0 85.1 Vídeo, 2022-06-30 (23:00).
- ↑ Vídeo, 2022-06-30 (24:18).
- ↑
- ↑ Vídeo, 2021-02-26 (6:17).
- ↑ 89.0 89.1 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).
- ↑ 93.0 93.1 93.2 93.3 93.4 Entrevista, 2020-07-18 (22:26).
- ↑ Transmisión en vivo, 2018-04-8 (PM) (11:27).
- ↑ Transmisión en vivo, 2020-04-30 (1:05:34).
- ↑ 96.0 96.1 Entrevista, 2020-07-19 (11:04).
- ↑ 97.0 97.1 97.2 97.3 Transmisión en vivo, 2017-05-22 (20:59).
- ↑
- ↑ Transmisión en vivo, 2020-03-28 (1:48:36).
- ↑
- ↑ Pódcast, 2021-09-29 (34:11).
- ↑ 102.0 102.1 Pódcast, 2021-09-29 (35:17).
- ↑
- ↑ Transmisión en vivo, 2017-05-19 (24:17).
- ↑ Vídeo, 2021-05-28 (5:40).
- ↑ 106.0 106.1 About Ashes of Creation.
- ↑ Vídeo, 2021-04-30 (4:51).
- ↑ 108.0 108.1 Pódcast, 2018-07-09 (22:24).
- ↑ 109.0 109.1 Ashes of Creation FAQ.
- ↑ Transmisión en vivo, 2018-04-8 (PM) (1:14:01).
- ↑ Vídeo, 2020-05-31 (1:09:50).
- ↑
- ↑ 113.0 113.1 Transmisión en vivo, 2022-10-28 (1:41:55).
- ↑ 114.0 114.1 114.2 114.3 114.4 114.5 114.6 Transmisión en vivo, 2022-10-28 (24:28).
- ↑ Transmisión en vivo, 2022-04-29 (41:27).
- ↑ 116.0 116.1 116.2 116.3 Transmisión en vivo, 2017-05-05 (14:26).
- ↑ 117.0 117.1 117.2 117.3 117.4 117.5 117.6 117.7
- ↑ 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).
- ↑ 123.0 123.1 Transmisión en vivo, 2022-06-30 (1:14:52).
- ↑ 124.0 124.1 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).
- ↑ 129.0 129.1 Entrevista, 2020-07-18 (52:57).
- ↑ 130.0 130.1 130.2 130.3 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).
- ↑ 137.00 137.01 137.02 137.03 137.04 137.05 137.06 137.07 137.08 137.09 137.10 Transmisión en vivo, 2017-05-24 (14:15).
- ↑
- ↑ 139.0 139.1 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).
- ↑
- ↑ 152.0 152.1 152.2 152.3 Transmisión en vivo, 2018-02-09 (7:31).
- ↑
- ↑ Transmisión en vivo, 2018-02-09 (15:01).
- ↑
- ↑ 156.0 156.1 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).
- ↑ 161.0 161.1 161.2 161.3 161.4 161.5 161.6 161.7 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).
- ↑ 166.0 166.1 166.2 Transmisión en vivo, 2017-05-26 (15:37).
- ↑ 167.0 167.1 Pódcast, 2020-11-15 (29:23).
- ↑ Entrevista, 2020-07-19 (23:15).
- ↑
- ↑ 170.0 170.1 170.2 170.3 Transmisión en vivo, 2017-05-08 (44:51).
- ↑ 171.0 171.1 Pódcast, 2020-11-15 (20:04).
- ↑ Transmisión en vivo, 2018-04-8 (AM) (16:50).
- ↑ Transmisión en vivo, 2021-07-30 (1:13:11).
- ↑ 174.0 174.1 Pódcast, 2020-11-15 (31:13).
- ↑ Transmisión en vivo, 2019-11-22 (24:33).
- ↑ 176.0 176.1 176.2 176.3 176.4 176.5 Entrevista, 2020-07-18 (1:05:04).
- ↑ 177.0 177.1 177.2 Ashes of Creation class list.
- ↑ 178.0 178.1
- ↑ Ashes of Creation Press Kit.
- ↑ Interview, 2016-12-7.
- ↑
- ↑ 182.0 182.1 182.2 182.3 182.4 Transmisión en vivo, 2018-01-18 (39:08).
- ↑ Vídeo, 2018-04-05 (37:50).
- ↑ Vídeo, 2018-04-05 (37:13).
- ↑ 185.0 185.1 Transmisión en vivo, 2021-12-23 (1:32:10).
- ↑ Transmisión en vivo, 2017-05-19 (51:52).
- ↑ 187.0 187.1 Entrevista, 2018-10-20 (1:55).
- ↑ Transmisión en vivo, 2017-05-12 (42:17).
- ↑ 189.0 189.1 Transmisión en vivo, 2021-04-30 (1:17:40).
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ Transmisión en vivo, 2018-04-8 (PM) (28:38).
- ↑ Entrevista, 2018-10-20 (2:53:53).
- ↑ 193.0 193.1 Transmisión en vivo, 2020-07-31 (1:05:58).
- ↑ 194.0 194.1 Transmisión en vivo, 2022-10-14 (23:15).
- ↑
- ↑ Transmisión en vivo, 2017-05-24 (46:27).
- ↑ Transmisión en vivo, 2022-05-27 (1:11:10).
- ↑ Transmisión en vivo, 2020-07-25 (1:33:37).
- ↑ 199.0 199.1 Transmisión en vivo, 2022-07-29 (1:24:58).
- ↑ 200.0 200.1 200.2 200.3 Entrevista, 2021-06-13 (48:27).
- ↑ 201.0 201.1 201.2 Transmisión en vivo, 2018-09-27 (52:41).
- ↑ 202.0 202.1 Transmisión en vivo, 2020-07-25 (1:34:55).
- ↑ Transmisión en vivo, 2022-04-29 (1:06:34).
- ↑ Transmisión en vivo, 2017-12-15 (58:48).
- ↑ 205.0 205.1 Entrevista, 2020-07-08 (1:07:59).
- ↑ Transmisión en vivo, 2017-05-24 (19:25).
- ↑ Transmisión en vivo, 2021-04-30 (41:18).
- ↑ Transmisión en vivo, 2022-01-28 (15:35).
- ↑ 209.0 209.1 Entrevista, 2020-07-08 (1:12:51).
- ↑ 210.0 210.1 210.2 Transmisión en vivo, 2017-05-15 (26:13).
- ↑ 211.0 211.1 211.2 211.3 Vídeo, 2018-04-05 (40:08).
- ↑ 212.0 212.1 212.2 212.3 212.4 212.5 212.6 212.7 212.8 212.9 Transmisión en vivo, 2020-09-30 (1:07:22).
- ↑ 213.0 213.1 Entrevista, 2018-08-24 (8:52).
- ↑ 214.0 214.1 214.2 214.3
- ↑ 215.0 215.1 Entrevista, 2020-07-29 (54:44).
- ↑ 216.0 216.1 Transmisión en vivo, 2017-07-28 (19:05).
- ↑ Transmisión en vivo, 2017-05-03 (50:50).
- ↑ Transmisión en vivo, 2017-07-18 (37:43).
- ↑ 219.0 219.1 219.2 219.3 219.4 219.5 219.6 February 8, 2019 - Questions and Answers.
- ↑ Transmisión en vivo, 2020-07-31 (1:31:11).
- ↑ Pódcast, 2021-04-11 (54:35).
- ↑ Transmisión en vivo, 2021-04-30 (53:08).
- ↑ 223.0 223.1 Entrevista, 2018-10-20 (2:53:52).
- ↑ 224.0 224.1 224.2 Transmisión en vivo, 2020-01-30 (1:28:40).
- ↑ Transmisión en vivo, 2018-05-04 (45:37).
- ↑ Transmisión en vivo, 2022-06-30 (1:12:38).
- ↑ Transmisión en vivo, 2022-09-30 (53:15).
- ↑ Transmisión en vivo, 2022-09-30 (43:45).
- ↑ Vídeo, 2022-09-30 (24:49).
- ↑ Pódcast, 2021-09-29 (47:57).
- ↑ Entrevista, 2021-02-07 (49:18).
- ↑ Entrevista, 2020-07-19 (53:59).
- ↑ Entrevista, 2020-07-18 (1:07:51).
- ↑ 234.0 234.1 234.2 234.3 234.4 Transmisión en vivo, 2018-06-04 (1:11:19).
- ↑ Transmisión en vivo, 2021-06-25 (1:29:39).
- ↑ 236.0 236.1 Transmisión en vivo, 2020-11-30 (1:26:00).
- ↑
- ↑ 238.0 238.1 238.2 Entrevista, 2022-01-14 (42:18).
- ↑ Transmisión en vivo, 2020-10-30 (1:21:14).
- ↑ Transmisión en vivo, 2019-06-28 (1:24:27).
- ↑ Transmisión en vivo, 2021-07-30 (1:15:29).
- ↑ 242.0 242.1
- ↑ 243.0 243.1 243.2 243.3 Transmisión en vivo, 2022-04-29 (1:13:00).
- ↑ 244.0 244.1 Transmisión en vivo, 2019-07-26 (1:09:46).
- ↑ 245.0 245.1 Transmisión en vivo, 2017-05-24 (32:07).
- ↑ 246.0 246.1 Entrevista, 2020-03-27 (5:25).
- ↑
- ↑
- ↑ Entrevista, 2020-07-20 (18:47).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Entrevista, 2021-02-07 (36:38).
- ↑ Transmisión en vivo, 2017-05-10 (6:12).
- ↑ 257.0 257.1 257.2 257.3 257.4 Transmisión en vivo, 2020-07-25 (57:02).
- ↑
- ↑ Transmisión en vivo, 2017-06-01 (33:40).
- ↑ 260.0 260.1 260.2 260.3 260.4 260.5 260.6 Transmisión en vivo, 2022-09-30 (1:24:54).
- ↑ 261.0 261.1 261.2 261.3 261.4 261.5 261.6 Transmisión en vivo, 2018-07-09 (36:05).
- ↑ Transmisión en vivo, 2018-07-09 (36:05).
- ↑ Entrevista, 2020-07-19 (19:35).
- ↑ Transmisión en vivo, 2017-05-15 (30:53).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ 266.00 266.01 266.02 266.03 266.04 266.05 266.06 266.07 266.08 266.09 266.10 266.11 Transmisión en vivo, 2018-09-27 (55:39).
- ↑ 267.0 267.1 267.2 Transmisión en vivo, 2017-05-19 (22:10).
- ↑ 268.0 268.1 Entrevista, 2020-07-19 (36:07).
- ↑
- ↑ Transmisión en vivo, 2020-06-26 (1:31:53).
- ↑ 271.0 271.1 Transmisión en vivo, 2017-05-05 (23:26).
- ↑ Entrevista, 2018-08-08 (9:36).
- ↑ Transmisión en vivo, 2020-10-30 (1:11:13).
- ↑ 274.0 274.1 274.2 Transmisión en vivo, 2017-05-17 (7:27).
- ↑ Entrevista, 2020-07-19 (24:34).
- ↑ 276.0 276.1 276.2 276.3 Pódcast, 2018-05-11 (18:52).
- ↑ Transmisión en vivo, 2017-06-01 (31:47).
- ↑ 278.0 278.1 278.2 278.3 278.4 Pódcast, 2018-05-11 (21:07).
- ↑ Transmisión en vivo, 2023-08-31 (2:10:23).
- ↑ 280.0 280.1 280.2 Pódcast, 2018-05-11 (48:29).
- ↑ 281.0 281.1 281.2 281.3 281.4 Pódcast, 2018-04-23 (29:56).
- ↑ 282.0 282.1 282.2 Transmisión en vivo, 2022-12-02 (1:22:30).
- ↑
- ↑ Transmisión en vivo, 2017-05-03 (31:46).
- ↑ Transmisión en vivo, 2017-05-03 (36:25).
- ↑
- ↑
- ↑ Vídeo, 2018-04-05 (49:36).
- ↑ 289.0 289.1 289.2 289.3 Transmisión en vivo, 2023-12-19 (1:25:16).
- ↑ 290.0 290.1 290.2 Transmisión en vivo, 2020-10-30 (33:26).
- ↑ 291.0 291.1 291.2 Pódcast, 2018-04-23 (59:28).
- ↑ 292.0 292.1 Transmisión en vivo, 2023-12-19 (1:23:00).
- ↑ 293.0 293.1 Transmisión en vivo, 2022-12-02 (1:05:51).
- ↑ 294.0 294.1 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).
- ↑ 298.0 298.1 Pódcast, 2018-04-23 (1:01:01).
- ↑ 299.0 299.1
- ↑ 300.0 300.1 300.2 300.3 300.4 300.5 Entrevista, 2018-08-24 (8:35).
- ↑
- ↑ 302.0 302.1 Entrevista, 2020-07-29 (9:02).
- ↑
- ↑ 304.0 304.1 Entrevista, 2018-10-20 (2:17:43).
- ↑ 305.0 305.1 Transmisión en vivo, 2023-03-31 (1:17:42).
- ↑ 306.0 306.1
- ↑ 307.0 307.1 A chat with Ashes of Creation's Steven Sharif, 2017-06-7.
- ↑ 308.0 308.1 Transmisión en vivo, 2022-04-29 (21:00).
- ↑ 309.0 309.1 309.2 Transmisión en vivo, 2021-12-23 (1:23:41).
- ↑ Entrevista, 2018-10-20 (3:43:52).
- ↑ 311.0 311.1
- ↑ Transmisión en vivo, 2018-05-04 (39:41).
- ↑
- ↑ Pre-order packs
- ↑ 315.0 315.1
- ↑
- ↑ Transmisión en vivo, 2018-05-04 (53:34).
- ↑ 318.0 318.1 Transmisión en vivo, 2020-07-25 (1:21:03).
- ↑ 319.0 319.1 319.2
- ↑
- ↑
- ↑ Transmisión en vivo, 2021-02-26 (1:08:47).
- ↑
- ↑ 324.0 324.1 324.2 324.3 Transmisión en vivo, 2020-07-25 (1:53:46).
- ↑ Transmisión en vivo, 2018-10-31 (38:47).
- ↑ 326.0 326.1 Blog: Steam Announce And Play Test FAQ For Ashes of Creation Apocalypse
- ↑
- ↑ 328.0 328.1 Transmisión en vivo, 2018-08-17 (1:02:38).
- ↑ 329.0 329.1 329.2 329.3 329.4 Transmisión en vivo, 2020-06-26 (1:26:54).
- ↑ Entrevista, 2021-06-13 (42:22).
- ↑ 331.0 331.1 Transmisión en vivo, 2017-06-01 (19:12).
- ↑ 332.0 332.1 Transmisión en vivo, 2020-11-30 (56:02).
- ↑ 333.0 333.1
- ↑ 334.0 334.1 334.2
- ↑ 335.0 335.1 Transmisión en vivo, 2020-07-25 (48:28).
- ↑ 336.0 336.1 Pódcast, 2018-08-04 (1:57:56).
- ↑ 337.0 337.1
- ↑
- ↑
- ↑ Ashes of Creation cosmetic store.
- ↑
- ↑ 342.0 342.1 342.2 Transmisión en vivo, 2018-04-8 (PM) (58:29).
- ↑ 343.0 343.1
- ↑
- ↑
- ↑ 346.0 346.1 Entrevista, 2018-05-11 (32:36).
- ↑ Transmisión en vivo, 2017-05-15 (18:25).
- ↑ 348.0 348.1 Pódcast, 2017-05-04 (51:52).
- ↑ 349.0 349.1 Transmisión en vivo, 2021-07-30 (1:14:33).
- ↑ Transmisión en vivo, 2017-05-15 (19:15).
- ↑
- ↑
- ↑
- ↑ 354.0 354.1 Pódcast, 2018-05-11 (36:28).
- ↑ Pódcast, 2018-05-11 (36:28).
- ↑ Transmisión en vivo, 2017-10-16 (15:58).
- ↑ 357.0 357.1 357.2 Entrevista, 2018-05-11 (1:03:21).
- ↑
- ↑ Pódcast, 2018-05-11 (31:35).
- ↑ Transmisión en vivo, 2022-09-30 (1:08:24).
- ↑ Transmisión en vivo, 2017-11-17 (23:00).
- ↑ Entrevista, 2018-08-17 (31:09).
- ↑ Transmisión en vivo, 2017-11-17 (33:56).
- ↑ 364.0 364.1 Transmisión en vivo, 2018-05-04 (49:45).
- ↑ 365.0 365.1 Transmisión en vivo, 2018-06-04 (7:25).
- ↑ Pódcast, 2018-05-11 (33:09).
- ↑ Ashes of Creation Forums - No participation trophy.
- ↑ Pódcast, 2018-05-11 (33:09).
- ↑ 369.0 369.1 369.2 Vídeo, 2018-04-05 (44:06).
- ↑ 370.0 370.1 370.2 370.3 370.4 Pódcast, 2021-04-11 (18:35).
- ↑ 371.0 371.1 Vídeo, 2018-04-05 (48:03).
- ↑ 372.0 372.1 372.2 What languages will Ashes of Creation be in?
- ↑ 373.0 373.1 373.2 Entrevista, 2018-08-24 (2:35).
- ↑ 374.0 374.1 374.2 Transmisión en vivo, 2017-05-17 (1:09:22).
- ↑ 375.0 375.1 Transmisión en vivo, 2017-05-24 (45:49).
- ↑
- ↑ Entrevista, 2018-08-24 (3:19).
- ↑ 378.0 378.1 378.2 378.3 378.4 Transmisión en vivo, 2021-12-23 (48:45).
- ↑ 379.0 379.1 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).
- ↑
- ↑ 387.0 387.1 Transmisión en vivo, 2023-01-27 (1:07:12).
- ↑ 388.0 388.1 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).
- ↑
- ↑ 394.0 394.1 394.2 394.3 Vídeo, 2021-12-23 (0:00).
- ↑ 395.0 395.1 Transmisión en vivo, 2021-12-23 (19:59).
- ↑
- ↑ 397.0 397.1 397.2 397.3 397.4 397.5 397.6 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).
- ↑ 401.0 401.1 Transmisión en vivo, 2021-12-23 (55:32).
- ↑ Vídeo, 2021-12-23 (23:53).
- ↑ 403.0 403.1 403.2 Transmisión en vivo, 2021-12-23 (54:00).
- ↑ 404.0 404.1 Transmisión en vivo, 2021-12-23 (52:52).
- ↑ 405.0 405.1 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).
- ↑ 416.0 416.1 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).
- ↑ 421.0 421.1 421.2 421.3 Transmisión en vivo, 2018-09-27 (48:13).
- ↑ 422.0 422.1 422.2 Transmisión en vivo, 2021-11-19 (52:35).
- ↑ Entrevista, 2017-05-08 (22:06).
- ↑ 424.0 424.1 Transmisión en vivo, 2017-05-24 (40:50).
- ↑ 425.0 425.1 425.2 425.3 425.4 425.5
- ↑ 426.0 426.1
- ↑ 427.0 427.1 427.2 427.3 Ashes of Creation FAQ: Where will your servers be?
- ↑ 428.0 428.1
- ↑
- ↑ Reddit Q&A, 2019-01-8.
- ↑ 431.0 431.1 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).
- ↑
- ↑ 437.0 437.1
- ↑ 438.0 438.1
- ↑ 439.0 439.1 Entrevista, 2020-07-18 (12:56).
- ↑ Kickstarter packages.
- ↑ Blog: Know Your Nodes - Scientific Node Type
- ↑ 442.0 442.1 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).
- ↑
- ↑ Entrevista, 2018-08-21 (11:20).
- ↑ 451.00 451.01 451.02 451.03 451.04 451.05 451.06 451.07 451.08 451.09 451.10 Blog: New Adventure Awaits.
- ↑
- ↑ 453.0 453.1 Transmisión en vivo, 2018-04-8 (PM) (39:48).
- ↑ 454.0 454.1 454.2 454.3 Entrevista, 2018-10-20 (2:22:09).
- ↑ Transmisión en vivo, 2018-04-8 (AM) (25:12).
- ↑ Transmisión en vivo, 2018-04-8 (AM) (24:14).
- ↑ 457.0 457.1 457.2 Entrevista, 2020-07-19 (1:12:37).
- ↑ Transmisión en vivo, 2017-11-17 (38:35).
- ↑ Massively OP, 2017-06-1
- ↑ 460.0 460.1 460.2 Transmisión en vivo, 2018-02-09 (20:40).
- ↑ 461.0 461.1 Transmisión en vivo, 2022-08-26 (1:32:45).
- ↑ Entrevista, 2018-08-21 (40:44).
- ↑ Entrevista, 2023-09-10 (34:51).
- ↑ 464.0 464.1 464.2 464.3 464.4 Transmisión en vivo, 2023-02-24 (1:19:29).
- ↑ 465.0 465.1 Ashes of Creation Forums - No Damage Meter?
- ↑ 466.0 466.1 Transmisión en vivo, 2017-05-10 (20:02).
- ↑ Entrevista, 2018-10-20 (6:29).
- ↑ Transmisión en vivo, 2020-04-30 (1:28:19).
- ↑ Entrevista, 2018-05-11 (49:03).
- ↑ Transmisión en vivo, 2017-05-10 (21:41).
- ↑ 471.0 471.1 471.2 MASSIVELY OP interview: Ashes of Creation on a new way to MMO.
- ↑ 472.0 472.1
- ↑
- ↑ Ashes of Creation Kickstarter campaign
- ↑ Ashes of Creation Kickstarter.
- ↑
- ↑
- ↑ PAX West 2017 Schedule.
- ↑ PAX West 2017 Map.
- ↑ Intrepid Studios Dev Team.
- ↑
- ↑
- ↑
- ↑ Ashes of Creation Gamescom 2018 Interview: Responding to Criticism.
- ↑ Intrepid Studios Extra Life 2018 (@MediaAoC).
- ↑ Entrevista, 2019-04-15 (5:09).
- ↑
- ↑ 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.
- ↑
- ↑
- ↑ Guide to Alpha One.
- ↑
- ↑ 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).
- ↑
- ↑
- ↑
- ↑ MMORPG.com's Best of 2017 Awards.
- ↑ Most Anticipated MMORPGs For 2018.
- ↑ 510.0 510.1 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.
- ↑ 515.0 515.1 Transmisión en vivo, 2017-05-17 (41:27).
- ↑ Transmisión en vivo, 2018-10-31 (35:00).
- ↑ 517.0 517.1 517.2 Transmisión en vivo, 2023-04-07 (1:24:36).
- ↑ Transmisión en vivo, 2018-11-03 (0:00:17).