Please note that we will be mostly waiting for the full NDA drop before we post updated information on Alpha-1, but we will continue to post information that has specific citeable sources from Intrepid.

Character

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Character sheet

Character stats and attributes.[4][5]

  • Physical Damage Bonus.[6]
  • Physical Disable Modifier.[6]
  • Physical Critical Damage Bonus.[6]
  • Physical Skill Cooldown.[6]
  • Physical Critical Rate Bonus.[6]
  • Physical Evasion Bonus.[6]
  • Physical Accuracy.[6]
  • HP Regeneration.[6]
  • Physical Defense Mitigation.[6]

There will be diminishing returns on certain stats, but there won't be hard caps.[9]

Most stats are contested, which means you're kind of testing your rating versus other people's ratings. So you kind of figure out what the end result is... but we're not going to go for like hard caps for sure.[9]Jeffrey Bard

Character page

A character web page (character sheet) will be available closer to live launch that shows the following:[10]

  • What a character looks like.[10]
  • Logros and server firsts.[10]
  • Info on a player's class.[10]
  • Character's back story via journal entries (that are shared publicly by the player).[11][12]
  • Traits can be applied that describe a character's history.[12]

You will have a unique homepage for each character and that homepage will be able to be customized by the user to display unique information. It will have a small out-of-game RPG component where you can construct background and traits and stuff like that.[12]Steven Sharif

The character page will be accessible in game by opening a browser through the UI.[11]

That's part of the character sheet desire for us which hopefully will be accessible in game as well by opening a browser through our UI where you can get back history of a character that that character has input themselves into journal entries that they may choose to share with others... For role play perspective we want people to be in depth with their characters.[11]Steven Sharif

The player can manage what info is shown on the character page.[10]

Nameplate

A character's nameplate is displayed above their head.[13]

  • This can be the first, and optionally last name (surname).[13]
  • The name of the character's Guild is displayed next to their name.[14]
  • The character's nameplate will deteriorate to give an indication of how much damage they have taken.[15][7][16]
  • An icon will identify the character's class.[17]
  • Hovering over the user's nameplate will show information such as level, their class name and archetype combo.[17]
  • A buff icon indicates the character's gear and grade.[17][18][19]

Summoner summons' creature type appears in the nameplate above the summon. This cannot be changed by the player.[20]

Threat assessment

Players will have a buff on their nameplate that indicates the gear set they are wearing. Other players will be able to see this buff by targeting that player at a distance.[17][18][19]

  • This will indicate the type of gear (cloth, leather, plate) that they are predominantly wearing.[18]
  • The border will indicate the level and quality of the tier set.[17][18][21]
  • This also indicates if the gear is enchanted.[18][21]
  • The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[22]

When you see a player approaching you and they're wearing a transmog you know you don't know if that person is a high damage mitigation against physical damage or against magical damage and essentially the way we overcome that is through you being able to target a player at a distance and they will have a buff that's present on them that you will see, which indicates that essentially the piece set that they are wearing. It is important for players to be able to ascertain from a threat assessment standpoint you know what they're going up against if they're actively checking that and that will be available.[19]Steven Sharif

Being by default able to see a person's "gear score" / equipment list... may cause unwelcome behavior.[22]

Health

Health is a stat in Ashes of Creation.[15][7]

  • Players that are not in the same party or raid will not be able to see other player's health percentages or exact health bar values.[15][7]
  • A player's name plate will deteriorate to give an indication of how much damage they have taken.[15][7][16]

With regards to seeing another player's health: As you know their name plate will deteriorate or give you an indication of like hey they've taken damage they're significantly injured, but you're not going to get a percentage. You're not gonna get an exact bar value, unless you're in their party or in their raid.[7]Steven Sharif

Alts

There will be a "comfortable" number of character slots available for alts.[23][24]

There will be a comfortable level of character slots available to players because we are a subscription model game.[24]Steven Sharif

Character slots

There will be character limits during the Alpha and Beta testing phases. These are probably going to be more relaxed than for live launch.[31]

  • Allow testing of different builds as needed.[31]
  • Provide equipment needed to test various scenarios.[31]

There will be a "comfortable" number of character slots on launch.[24]

Character appearance

Vaelune character appearance options.[32]

There is a great variation that's going to be available from a character standpoint when creating your character, especially around the face. Whether it be the shape of the jawline, the cheeks, the ears, the nose, the lips. You know we want to provide a lot of options and an agency to the player to customize their character appearance.[32]Steven Sharif

So many options coming down the road. Our character team continues to refine our customization options![33]Steven Sharif

Vaelune beard appearance options.[35]

We want there to be a lot of room for people to manifest their own identity, to role play how they want to from an appearance standpoint. There's going to be parameters within which you will be able to customize a character. We want the culture and the identity of the races to exist in a range that makes them easily identifiable from other players and other cultures. So, because of that, we have to have a spectrum you can exist on. There will be a lot of hair variants you can do, body art tattoos that you can apply. You'll be able to play with the scales of the facial structure, the bones, the height, width, the body fat percentage. You'll be able to add body hair on different parts of the body. If you want to have hair on your feet, you can dial that up.[36]Steven Sharif

Character appearance can be customized in the character creator (CC)[37] and via in-game salons/barbershops.[38]

  • Character models are focused on realism.[39]
  • A player will see a generic character before customization.[40]
  • Character designs will have influences from a wide range of cultures, such as European, African and Asian.[41]
  • Lolis will not be in the game.[42]

Sliders will offer flexibility in customization.[43] There will be limits to the amount of deformation possible for a character based on their race.[44]

  • Body type.[45][44]
    • Overweight, skinny, muscular.[46]
    • Body fat percentage.[36]
    • Bone structure.[36]
    • Height.[36]
      • You can't have a one inch tall character.[47]
    • Width.[36]
    • There will be "boobie sliders".[48][47]
      • The scale is not going to be ridiculous.[45]
    • Facial structure.[49][36]
      • Shape of the jawline/chin, cheeks, ears, nose, lips.[45][32]

Adjustments will allow a character to appear more feminine or masculine.[45]

  • These are relative to the character's race.[45]
    • Female Dwarven beards will not match that of the male. It will be more of a braided option that is not as voluminous.[36]

Character appearance is able to be saved to hard disc.[51]

A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[52][53][54]

Creador de personajes

Alpha-1 launcher/character selection.[55]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap for Alpha-1.

The character creator (or character customization screen) allows players to define the look of their character in Ashes of Creation.[58]

We're gonna have a wide array of character customization.[49]Steven Sharif

The goal is to have a character creator that is on par with if not much better than what BDO provided.[48]

If I had to give a comparison, I would use BDO as an example of what our Character Creation is going for.[59]Steven Sharif

A character's voice may be able to be selected from preset options.[60]

There is a chance that the character creator will be released early.[48][61]

Animations

There will be some animations that add flavor to specific races and classes, but generally animations will be reused as much as possible to decrease development time.[62]

We will have things that are known as sort of like racial abilities which will key into the class that you've chosen and those will almost certainly have animations that are kind of like one-offs that are associated with that class. They'll help you get some more like you know Ren'Kai flavor or some more Empyrean flavor but we have to reuse animations as much as possible in order to get to the finish line here so it'd be a super nice thing to do but probably not in the cards.[62]Jeffrey Bard

Character naming

Characters will have a first-name and an optional surname (last name).[63]

  • There is a minimum length of three for a character name.[64]

Character names will appear on the character sheet and optionally on the character website page.[13]

  • In-game a character's name is displayed above their head. This can be the first or last name.[13]

Name reservations

Name reservations were rewards for backing at the Pioneer level and higher and are currently available through the Voyager plus pre-order pack and Adventurer pre-order pack.[65][66][67]

  • Accounts will have name reservation tokens, that entitle its holder to reserve a name on a specific server when the reservation time comes.[68]

Name reservation availability

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap for Alpha-1.

Name reservations will begin during Alpha-1.[69]

Guild name

El nombre de tu Gremio es mostrado a lado del nombre de tu personaje.[14]

Friends list

A character may add another character to their friends list.[70]

  • In the future there may be a web-based or launcher-based capability to add an account as a friend, but this is not definite.[70]

Families

Families are a means to relate up to nine characters.[71][72][73]

  • A character may only belong to one family at a time.[71]
  • Leaving one family and joining another family will have a cooldown period in the order of days.[71]
  • Family sizes are normally limited to eight characters.[71]

There are costs associated with family creation and maintenance.[75]

  • Some costs are shared among the family members and other costs are specific to the family head.[75]

Family summon

Skill Icon Rank 1 Rank 2 Rank 3
Family summon Long duration cast (30 seconds to a minute) with an approximate 30 minute cooldown that slowly summons each of your family members to your location (up to eight members).[76][77] Players cannot be summoned in the following cases:
This will be tested in Alpha-2.[80]
- -

Gear

There are 16 gear slots in Ashes of Creation:[81]

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Gear sets

Kaelar tier 1 (level 10) early Alpha-1 cloth armor non-cosmetic set 3D renders.[82]

Gear sets (also known as tier sets) are a part of Ashes of Creation.[83][84]

  • Different tiers of gear are accessible based on a character's level.[83][84]
  • Players gain bonuses depending on the number of pieces of the set they have equipped.[83][84]
    • An overarching set effect is granted to wearers of exclusively one type of armor, for example: all cloth, or all plate.[85]
    • Certain set bonuses may trade off core gear stats.[86]
    • There may be set bonuses that members of certain communities will obtain based on gear set type.[84]
  • There are passive abilities that can be chosen to become more adept with certain set types.[84]
  • There will be viable non-set builds.[86]
  • Apariencia racial of gear sets is tied to the character model of that race.[87]

Approximately 49 unique gear sets are obtainable in Alpha-1 from crafting, quests, drops and exploration.[88]

Equipo óptimo (Best in slot)

El equipo óptimo (best in slot), ya sean armas o armaduras, dependerá del rol del personaje y del tipo de monstruos a los que se estén enfrentando.[89]

Gear appearance

Alpha-1 female plate armor 3D render.[90]

We want to be realistic with the application of particular types of armor, such as plate armor. In this regard for the different sexes there's a fine line that has to be drawn between accentuating the form of the sex as well as making it somewhat realistic and actually applicable to the environment.[90]Steven Sharif

Gear is intended to be realistic in appearance.[91][92]

  • There will not be "oversized" weapons.[93]
  • Armor will not be overly sexual in appearance.[92]

We're going for kind of a more realistic look; not necessarily realistic setting, but we want our characters to have weight and kind of feel like they're there.[91]Jeffrey Bard

I'm more of the mind that it wouldn't really serve a purpose to have bikini plate armor, just in like reality, if you're going to have armor, it should be protective. I think from a fashion statement is enjoyable for some people, but it's a kind of an immersive issue.[91]Steven Sharif

Armadura will take on a racial appearance.[94]

  • Cosméticos can be used by all races but there may be slight variations to make them work with the body builds of each race.[95]

Players can change gear colors using dyes.[96][97]

Helmet display can be toggled on and off.[98]

  • Hair will likely be masked if helmet display is toggled on.[99]

Particle effects are used to denote the importance and rarity of some weapons.[100]

Armas are able to be sheathed.[101]

Crafters are able to influence what their crafted items will look like.[102][103]

Appearance slots/Transmogs

Gear will have appearance slots (Transmutation/Transmog/cosmetic slots) that are used to copy the appearance of an item (in some cases).[104][84]

  • There are rules when applying cosmetics to specific items, unlike costumes, which don't have level restrictions.[105]
  • Cosmetic slots can be toggled on or off by the player.[106]
  • A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[52][53]

Attachments

Attachments are able to be unlocked as flair pieces to armor to create a customizable look.[107]

  • There will be hundreds of attachments available ranging from a small clasp to the front plate of a breast plate.[107]

Items on back and belt

Backpack sockets (slots).[108]

A big component of the MMORPG that - half of that you know acronym is RPG role-playing game. And in order to role-play you need to be able to represent kind of what your character is doing in that world and you know part of what animation is doing is creating these sockets on the let's say the belt or the back that you know can plug in certain types of props or items that are created by the character team, like Carson, you know might be a scroll tube, it might be a potion, it might be whatever: Those players will have the ability as we've discussed in the past will have the ability to select what they want to be represented in those sockets and then animation will make sure that jibe well in movement.[108]Steven Sharif

Items attached to a character's back or belt represent items they are in possession of. Players can set the appearance priority for the items they wish to show.[109][110][111] Only one item can show at a time, and that is determined by player choice.[112]

The idea is to kind of move away from the mundane kind of application of belts in previous MMOs where they don't really have a lot of character so to speak. But in reality you know as an adventurer you come with a lot of tools and things that you have to use out in the wild in order to achieve what you're trying to achieve. So we wanted to kind of represent that on your character and give you something that can actually be tangible for your character and see there. I think it adds a lot of character and flavor to your identity.[113]Steven Sharif

Back slots include.[112]

Belt (hip) slots include.[109][112]

There'll be a priority system behind that that'll determine... do I show the Bow if the Greatsword is unequipped or do I show the Polearm if the Greatsword is unequipped.[111]Jeffrey Bard

Progresión

Progresión occurs through a variety of pathways.[114]

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.[117]Steven Sharif

Having the ability to gain power at a sacrifice... That's a way to kind of 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.[115]Steven Sharif

Character level

Alpha-1 early iteration of the level-up effect by Jim Sanders.[118]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[118]Steven Sharif

Nivelación won't follow a traditional linear path, although classic mechanics for leveling exist.[119] Experience (XP) is gained through a variety of activities:[120]

A character's level will be visible to other players.[15]

There will not be level boosts or auto-leveling.[121]

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.[121]Steven Sharif

There won't be any damage dampening due to differences in levels in either Pvp or PvE.[122]

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.[122]Steven Sharif

The level cap at launch is expected to be approximately level 50.[123]

  • The developers anticipate max level should be attainable in approximately 45 days if you play roughly 4-6 hours per day.[124][125]
  • Alpha-1 has progression to level 15.[88]

Lower level characters will have usefulness in mass combat (such as Asedios de nodos) that is not directly dependent on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[126]

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 you know 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.[124]Steven Sharif

End game

No va a haber un típico end-game en Ashes of Creation.[127]

Parte de toda la experiencia con los nodos es que no existe un "end-game" real, ya que el mundo cambia constantemente todos los días. El primer mes va a ser muy diferente al segundo mes; y eso es para los niveles 50 y 1.[127]Jeffrey Bard

Queremos que el juego sea un juego vivo, lo que significa que todo el contenido debe ser relevante en todo momento. Diría que intentamos hacer la menor distinción posible entre la experiencia de subir de nivel y la experiencia del juego final. Todo el viaje es importante para nosotros, con el fin de maximizar la diversión de las personas durante las diferentes etapas del juego.[68]Sarah Flanagan

Class progression

A medida que un jugador progresa con su arquetipo primario (clase primaria), tendrán la oportunidad de elegir un segundo arquetipo para aumentar sus habilidades primarias con habilidades de su segundo arquetipo (clase secundaria).[128] La combinación de los arquetipos primario y secundario es conocido como una clase.[129][130]

  • Un jugador puede elegir su segundo arquetipo cuando alcanze el Nivel 25.[131]

Si un Luchador eligiese ser Mago como arquetipo secundario, el fighter se convertiría en Spellsword. Ésta combinación crea aumentos que pueden ser aplicados en habilidades de su arbol de habilidades primario. Fighters tienen la habilidad Rush que les permite embestir a sus objetivos; y una vez los alcanzan, infligirles una cierta cantidad de daño con una posibilidad de derribarlos. El aumento Mage's escape puede ser aplicado a la habilidad de Rush, la cual teletransportaría al jugador hasta su objetivo; eliminando el tiempo de embestida en la habilidad.[128]

Cada habilidad en el árbol primario tendrá varias opciones de aumentos del árbol secundario. Este es un ejemplo de progresión horizontal.[128]

  • Aumentos en las habilidades primarias cambiarán fundamentalmente la manera en la que la habilidad funciona adaptando lo que la habilidad hacía antes para incorporar la nueva identidad del segundo arquetipo/clase.[68]
  • Una clase secundaria no proporciona habilidades adicionales.[132]

Los jugadores reciben puntos de habilidad a medida que suben de nivel. Éstos pueden ser usados para subir las habilidades en el árbol de habilidades.[133]

  • No es posible maximizar todas las habilidades en un árbol de habilidades.[133]

Progresión de Clase no se relaciona con Progesión Artesanal.[134]

Artisan progression

Players must choose a path in the artisan skill tree for each character.[135] Within each of the three parent artisan paths (Recolección, Procesamiento and Elaboración) there are different professions. A character may only ever master one of these parent paths.[136][30][137][138]

  • It is possible to master multiple professions (but not all) within a parent artisan path, but this will be a long and labor intensive feat, requiring many resources.[136][138][139]
    • A player may only master a profession if they have achieved the artisan path mastery.[140]
    • Based on testing, it may be decided to limit profession mastery certificates to a capped value.[140][141]

Gathering is a parent artisan path, along with processing and crafting. Within each of the three parent paths lies different professions. You may only ever master one parent path. But you may spend time mastering each profession within the parent artisan path.[138]Steven Sharif

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.[142]Steven Sharif

Artisan progression within the artisan tree occurs based on experience (repetition of tasks) within a branch and also via achievement of certain benchmarks within each branch.[143]

  • Players can dabble in all professions at a "beginners" level before they decide to master a particular pathway.[144]
  • Choosing a specific path in the skill tree allows the player an opportunity to specialize in a certain area. This encourages player inter-dependency, enhancing the artisan experience.[145]
  • Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [146]

Players will have the opportunity to kind of dabble in all of the professions at a very beginners level and then you know that kind of gives them an understanding of what that profession feels like and then allows them to kind of pinpoint the direction that they want to go in to master particular professions.[144]Steven Sharif

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 you know crafter or gatherer, processor. You will be a master of one of those, you will not be master of the other two.[137]Steven Sharif

Religion progression

There are player progression paths within a religion.[147][148]

  • Players may follow only one religion at a time.[147][148]
  • Religious progression is based on quests that are only offered to followers of that religion.[147]
  • Religions have a ranking system based on a player's performance in these quests and the number of quests completed.[147][149]
  • Changing religion will cause loss of progress in a player's previous religion.[147][148]

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.[150]Steven Sharif

Naval progression

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap for Alpha-1.

Mariner classes (also referred to as boatsmanship classes, boatsman skills or seamanship) contain different skill trees arranged in a similar manner to Clases de artesanos. As a player gains experience in these different skills they become more adept at using them.[152]

You can spec into and kind of create your own class based on what things you're doing on the boat... It's gonna be very similar to in structure to like the artisanship trees, so you'll you'll have your mariner class: You'll have different trees in that class.[152]Jeffrey Bard

Guild progression

Guild progression occurs through participation in different systems.[153]

Guild progression grants skill points that the guild can allocate to unlock aspects of their skill tree, such as passive skills, augments and membership count.[153][155][156]

  • Passive abilities increase certain stats relating to a guild member's ability to perform in combat or in other aspects of the guild, such as the economy.[153]
  • Aumenta may apply at the upper tiers of guild progression.[153]
    • This applies to guilds that have opted for the non-expansive member route.[153]
    • It benefits guild members with a classification of officer or knight.[153]
  • Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.[157]
  • Guild size can be traded off for guild progression.[153][158]
    • The higher the guild's member cap, the fewer available skill options will be available to that guild.[159]
    • Guild alliances may be a key part in creating a larger "guild".[158]
  • Salones gremiales can be unlocked at a certain stage of guild advancement.[155]
  • Guilds cannot respec their skill points once allocated. This is subject to testing.[160]

As you're leveling up the guild and you're getting these points to either allocate towards expanding the guilds member count or allocate towards adding certain passive abilities that your guild members can gain by being guild members. You're also going to see as you're leveling up the guild through different type of quest-based, participation-based, node-based, organization-based systems and ways that those quests hook into the world. You're also going to see perhaps some augment abilities at the upper tiers of the guild levels become unlocked for certain members that have a classification of officer or knight, will have access to those different types of augment abilities that might get unlocked should you go down the non expansive member lane; and the idea there is to offer these benefits to smaller groups.[153]Steven Sharif

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 kind of put together and kind of give your guild its own identity.[153]Jeffrey Bard

Social organization progression

A player progresses through a social organization by accomplishing tasks or quests.[161] There are hierarchical paths pertaining to specific questlines for the organization's thematic.[161] These quests will either be cooperative with or adversarial against other nodes based on their mutual war status.[162]

- For example, a Thieves' guild may have objectives and quests toward securing a particular item to enable players to advance within the organization.[161]

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 kind of 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.[163]Steven Sharif

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.[164]Jeffrey Bard

Alts

There will be a "comfortable" number of character slots available for alts.[23][24]

There will be a comfortable level of character slots available to players because we are a subscription model game.[24]Steven Sharif

Character limits

There will be character limits during the Alpha and Beta testing phases. These are probably going to be more relaxed than for live launch.[31]

  • Allow testing of different builds as needed.[31]
  • Provide equipment needed to test various scenarios.[31]

There will be a "comfortable" number of character slots on launch.[24]

Character rewards

Characters will receive rewards on their in-game birthday.[165]

  • Daily rewards are not currently on the roadmap.

Daily login rewards are something we really have to think about in terms of what we want to offer... We want the game itself to offer enough reward to log in daily rather than trying to make it an explicit like gamified reward.[165]Jeffrey Bard

Achievements/titles

Logros will be across multiple servers, not just for guilds or groups.[166]

It kind of redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you know you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, you know it's incumbent upon you to manifest that in the game.[169]Steven Sharif

There will be a mix of character-based and account-based achievements.[170]

Trophy park

Trophy park is an area within Pueblo, Ciudad or Metropolis nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.[171]

  • Server announcements and achievements are designed to encourage groups to experience new content.[171]

Metrics

Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server.[172]

Visibility of those types of things on the server help to promote a competitive atmosphere. If there is an attainable impression that you can work towards, so that others know your success, you have more drive to succeed.[172]Steven Sharif

Mobile/web application

A companion app (mobile app/web interface) allows players who are not logged into the game to have authority over certain services and mechanics.[173][174] Some functionality may come post-launch.[175]

Specific dates that you can have running as reminders in your guild UI, this will also be something that I would like to be available on the mobile companion app as well. So essentially you can receive notifications via a calendar update on guild events that the leaders or the officers have the ability to pin within the game will also give you notifications on the mobile app as well. That's my intention at least.[179]Steven Sharif

Some of it may come post-launch... but we do want people to interact with the game on their phones when they're away from the computer; and we're going to do as much as we can to make that cool.[175]Jeffrey Bard

Banking

Los nodos avanzan a la primera etapa rápidamente. Esto habilita los servicios de NPC como la venta o almacenamiento de articulos.[180]

Player to player trading

There will be player to player trading in Ashes of Creation.[184][185]

Q: Will Ashes of Creation have player-to-player trading? Will there be anything stopping me from gifting a friend that's fresh to the game a bunch of in-game money to help them get on their feet quickly?
A: There won't be anything to stop you from doing that.[184]Steven Sharif

Account management

Previsualización del diseño del sitio web de Ashes of Creation (WIP).[186]

Los cosméticos pueden ser reasignados a otros personajes (alts) dentro de una cuenta pero solo pueden estar activos en un personaje al mismo tiempo.[27][28][29]

  • Es probable que haya un tiempo de reutilización para reasignar cosméticos entre personajes.[27]

Artwork

See also

Referencias

  1. 1.0 1.1 Blog: Creative Director's Letter, October 16 2020
  2. Transmisión en vivo, 2021-01-29 (1:03:59).
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