Talk:2017-10-16 Livestream

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Transcripción

4:36

We're live

We're live

Hi everybody

Hey how's it going out there

We didn't realize how loud you were

I was waiting for that screen welcome to okay hopefully our mic's working actually let's confirm that channels good okay we're good we have no audio issues

Which means that this is not real it's a dream

You're inside of a dream yes no it's been

How many layers deep are we?

At least four

When's the kick?

Welcome back to our normally scheduled broadcast we're here with a pretty significant update we're gonna show you guys a lot of stuff today working towards our alpha zero launch December 15 which is coming along well

Yeah it's going pretty good

It's a little surreal actually I don't know I mean it's just like hey we're in full swing for alpha zero we're gonna have a lot of people testing from their homes

It's gonna be nice

Which is terrifying

Why is it terrifying? no!

It's always hard when some of you let something out into the world

That's true yeah letting the baby go ahead

They're not gonna have you sitting over their shoulder this time watching you play

Kind of narrating it too right well you know might be narrating a little bit no but we're excited we're having a lot of fun we're getting a lot of stuff done and actually we have some cool announcements that we're going to share with you guys too we have a couple of upcoming events before alpha zero launches that one for Halloween

Yeah we're gonna have some fun come Halloween

Yes we have actually I think we have one two three gosh I think there's four events that we have scheduled for Halloween and submissions are and we're going to announce this on the forums actually after this broadcast but submissions will be available from today until the 30th at noon and then we will have our next livestream on hollow Halloween day so October 31st where we will announce the winners we have some

Yep should be a good time

Yeah it should be a fun time we have some alpha zero keys that are going to be distributed to some first second third places for each of the categories and then we're going to show them on the stream it's going to be a lot of fun actually we have some of the images let's show up the first one we have a so this is our this is our Hallows Eve celebrations kind of splash thing when you submit your submission you're gonna use the hashtag Ashes of Creation hash tag and the first thing that we're going to do obviously is going to be a costume contest so we're gonna have everybody out there in the community kind of make your your best you're formally invited to the Intrepid costume ball you're gonna make your best costumes possible you're gonna submit them on the forums and then we here at the studios are gonna pick our favorites in certain categories I think there's funniest costume scariest costume and overall I'm just kind of I should have written this down

Yeah I don't even remember

But it will be on the forum page and then we also have best story we have a story night that we're going to be doing as well so you can share your Ashes related stories and then we have our there we go fan art we have some fan art also that we're going to be taking submissions for which will be shown on the stream the winners of that and last but not least we have a pumpkin carving contest as well so we're going all out for Halloween

Yeah hope you guys have fun with it I can't wait to see what comes back to us

I know it's gonna be a lot of fun I'm sure many many great memes will come out of this in the community

Our community never fails to succeed beyond any of our wildest imaginings when it comes to memes

Absolutely I totally agree and then another huge thing that actually some of the devs here in the studio are going to be participating in is the Extra Life gaming for charity on November 4th which is a Saturday coming up soon we have a few devs who are going to be participating and I'll just we'll put this on a post as well I'll give you some of the names who are playing our own Jeffrey Bard will be playing battle

Battle chaser chasers Deus Ex probably and a theme Grim Dawn

Okay very cool now you're not gonna be doing the whole 24 hour thing

Probably not I just had a kid that's true and she keeps us really busy so so it won't be a 24 hour thing for me but it would be as much as I can

It's never too soon to start teaching her games

That's true sure you probably see you're sitting on my lap

Does she wear a costume for Halloween?

We have been having a hard time finding one that's small enough for her so I'm not sure okay

Akil will not be joining us for Extra Life

Probably not we'll see

We'll see Joshua is going to be going the full 24 hours

He's hardcore

With Peter Pilone and I will also oh let's say Joshua and Peter will be playing Bloodborne and cuphead as well as another

Oh my god I'd be jealous [cross-talk]

And a few other games as well and again for those of you who are unaware Extra Life is a just it's a gaming session by people either in the industry or just gamers in general kind of playing for charity and this these charities are children's hospitals that are there's over 160 different participating children hospitals I believe they've raised so far since they started back in like 2000 gosh don't call me on this things 2009 thirty million dollars for charity which is an awesome cause it is you know you're playing games and helping kids at the same time so it's really cool so yeah we have two 24 hours it's Joshua I'm Peter I'll be playing for 24 hours I'll be playing Civ Han Starcraft and Divinity 2 yes divinity will be fun we have Matt Broome is gonna be playing Company of Heroes we have Alex Khudoliy is gonna be playing a Civ and Divinity with me we've Kieth Kovach playing Rocket League we got Tristan snog glass excuse me Snodgrass is playing Rocket League and Sam is playing Mass Effect Andromeda Dragonage and Witcher 3 so those are the devs here at Intrepid Studios that will be playing for charity on November 4 this Saturday you can tune in not this Saturday upcoming Saturday you can tune in to the official intrepid Studios Twitch channel and you'll find links to everyone's streams and you can also check on the forums for that as well so pretty excited for that

11:28

Alright we have some cool updates for you with Ashes of Creation working towards that alpha zero in December and why don't we go through taking a look at some of the images and we'll just kind of talk about them as they come up so here you can see a portion of the level now this this level has a large river that runs through it it's kind of pervasive in the entire zone and there are four as we discussed last stream there are four distinct climates that are present in this zone ranging from the desert to flood plains to a temperate kind of forest area and into the mountainous snow area so these are some very early very early work in progress pictures of the zone that will be available it's a four kilometer by four kilometer play area that Tristan is working on right now you can see that forest that kind of autumn environment and these zones are actually going to be you know players are gonna be running through it they're gonna be leveling from one to ten they're going to see creatures throughout the area I think we have I think we have like 16 no no what do we have I think we have a almost two dozen distinct modeled creatures for this zone from one to ten and and I think with progression from the nodes that comes out to a little over 60 distinct stat blocks based on how they level with at least I was talking to Jaden Joshua

Yeah something like that but yeah

12:57

Yeah so that's pretty cool here we have some of the Empyrean looks like village assets a watchtower so as the there will be workable notes that are present in alpha zero they'll be advancing up to stage three one of the three nodes there'll be three three nodes present one of them can advance to stage three during the sessions here's some more Empyrean village assets this what is this bacon? that's a house there we go we have a house that's an Empyrean house that will be present what else we got? it's a barracks this is a military barracks for all the textures are work in progress the the colors are work in progress so you know we like to a part of our transparency is showing you guys as we're working on things what they look like and then when you get to experience in-game you can have a pretty full picture of what it what it came to be from work to completion yeah what is this Temple Church esque temple kinda yeah that's cool buildings Michael Bacon built these and concepted them very cool I like this one this I think this one's my favorite so far of the of the buildings you've done which ones this like a market Inn or something very cool yeah these look great so these are the Empyrean village stage assets another thing you're going to be seeing that we've discussed last time was in that starting area is going to be the Pyrian Elves starting area so

Yeah and all these are just screen caps hopefully we'll get some videos up to you guys relatively soon but I really can't tell you how awesome they all look in-game I've been having a lot of fun wandering around if you thought that our PAX demo look good Alpha-0's going to kind of blow that out of the water [cross-talk]

Oh wow

I cannot repeat that on the stream

I'm glad there's not a mic near you okay here we go we have we have a look at the medium armor that is available for the demo for alpha zero this is kind of like a mixture between rogue plate and chainmail

This is final texture by the way no [laughter]

It's grey everything in Ashes is grey everything is covered in ashes

This is this looks like is this plate yeah heavy this is an early tier one kind of heavy you'll see there's leather straps and influences but otherwise it's predominantly plate metal Mat Broome working on that one the previous was of Chris Atkins

15:58

Here's some some of John's work in the ruined capitol what was capital city of the Pyrian empire so they had a very Greco-Roman kind of feel to their architecture you'll see the these types of ruins are predominant in the in the zone as it is set in their once was kind of empire right ooh that is a staggering view of the Pyrian portal so this is a look at what is currently work in progress in the game right now and this is another portal that you saw there it's housed in that structure which looks like one of the great forum buildings of the time people came to speak and and interact with each other a massive building \

Yeah hopefully through these structures you're gonna get a sense for the history of what what happened on Verra so long ago get a sense for how great these civilizations had been back in the day

17:09

Right and one of the interesting things that I you know I heard a lot of people asking was you know from a technological standpoint where do the people returning stand in relation to what their civilization was before the fall and I think that in some regards they haven't quite even attained what their people were able to achieve before the exodus

Yeah and there's some really good reasons for that yes but I'm I was gonna say something no I don't want to get fired again

What? again? this is a concept piece I think by Ryan Richmond kind of giving a lay of the land for the ruined capital city and a forward-looking point of view on that on that portal very cool this is a screen capture from Tristan while playing the tank from PAX in the alpha zero lands well I know that tank was from pax oh no no I know that's right it was good let's see what is this this

Dungeon tile pieces

Oh yeah a dungeon tile pieces worked on by Javier Perez building out a modular set that we can use really for to display that Elven architecture and all the dungeon so they kind of share some consistency with the with the ruins here's that tile set used to create looks like an aspect of oops looks like one of the dungeons that we present there are three dungeons present in the alpha zero oh that's pretty cool I like the what do you call that?

Volumetric fog

Exactly volumetric fog looks good

Yeah I don't I don't know if you can again really see it but in-game these textures are absolutely incredible Javier has really knocked it out of the park with them oh yeah and you're gonna you're gonna see some really cool things in the world

I think we had one of his texture maps actually as an image?

We did we did

Was there a texture map there?

It's like a ball and a cylinder

Yeah ball and cylinder there it is so yeah [cross-talk]

And again you can't quite tell without seeing it in realtime but man we're doing some really cool things

Absolutely it looks great no Javier's done a great job with that what else we got? oh that's it okay well there you go that's some some pretty cool updates that we there very nice

19:33

Okay so one of the things we're going to actually go through today is you know because we have progression that's going to be available in alpha zero you're going to be leveling from one to ten we obviously have implemented Akil's been working very hard in implementing the skill progression system and we talked a little bit about that last time we were on stream about how you know as you level you will accrue these points and you'll be able to allocate points into certain skills that you will have available through your progression tree and then as you allocate them you can further allocate points into skills to upgrade their abilities even further and we're gonna go over a little bit today on the for archetypes and the skills that are available now some of these we're we're using the skills that were at PAX and then we're doubling the availability of different skills

Some of them changed a little bit some different buckets and to break them up for to give some progression so so even if skill some packs are gonna be a little bit different

Right absolutely and again you know whenever obviously as as we've said many times before being as transparent and open in this development as we are things can change they will change absolutely during our different testing phases so take all of this with a grain of salt understanding that we're going into our first testing phase with the public and we love feedback and we and [cross-talk]

And also keep in mind that these skills like don't aren't don't necessarily fit into progression the way it will be at the end we wanted to make sure that we gave people a lot of interesting things to do and that means pulling some you know maybe 50 level abilities from kind of a topper tier and pulling them down at the bottom so so yeah I don't don't take this as any sort of progression gospel

This is not what one with ten one to ten will look like at launch

Right and I will tell you something that I know a lot of people will get excited about is before alpha zero before December 15 we will release the full list of names for all of the class combinations for all the archetypes

All 64

21:48

All 64 so that's gonna be exciting but for alpha zero again we are just displaying four archetypes so let's start with the tank archetype first up something we saw at PAX was a taunt ability but this has been broken into now two additional progressions past the first skill which is a single target that adds hate you can allocate more points to this in order to add a forced target lock so that

In PAX the force target lock was part of it and now now it's kind of been broken up so it's not that super top tier ability

Additional additionally you can add more points to unlock the second ability which adds hate over time per tick yeah so it continues to add that hate for the tank which is important

22:37

The battlefield wall was present at PAX summons a wall with a stun the first progression adds damage to the knockdown who's done and then the second progression is that you may now place the wall where you wish on the battlefield within a certain distance

Right yeah give you more control

Right whereas before it only spawned in front of you or behind you or something

23:02

Okay the lasso effect which was present at PAX pulls the target to the tank and does damage first progression adds a stun when they reach the caster which is important for a tank because oftentimes the bane of a tank is

People running away

People running away

Gotta keep that distance

Exactly the second progression adds damage over time so kind of reeling from that from that initial pull

23:30

A bash ability we did have present at PAX single target knock down or stun changes to a frontal cone attack in the first progression so this gives it a little bit more of an action-oriented kind of multiple

Yeah which is how it functioned in PAX so again it's pulling it back separating out into its components and then giving you progression

Absolutely the second progression increases the block chance for a duration after success duration of block chance increases based on number of targets hit so that's pretty kind of cool

Yeah so you get rewarded for using it tactically and using it well

Right cover ability present at PAX redirects X percentage of damage to the caster so you can target an ally you receive some damage that they receive for a period of time first progression increases damage that's redirected second progression gives the target damage reduction buff during the duration so that's that's the tank is receiving post mitigated damage and that that that damage reduction is beneficial for both

For both the total damage being accrued is now less

24:37

Correct alright AOE a lasoo which is the last PAX skill that was used here pulls targets in a cone to the caster and does damage first progression if you add more points adds target lock and hate so all targets pulled now target lock you hate has increased second progression it increases the arc radius to 360

So absolutely everybody around you

Right so it's no longer you directing that cone it's everything within range

25:08

Alright so added new skills for ya added skill for alpha zero ultimate defense skill so it increases your physical and magical defenses as well as immobilizes you

It slows you down

Yep right slows you down or slows down first progression receives increased healing from outside sources while active second progression breaks crowd control on cast and grants invulnerability to crowd control

Yeah and this is another one of those ultimate abilities it uses focus in order to drive it so again it's one of the things we pull out when you really really need it

This isn't something you're gonna be spamming

25:56

Right absolutely yeah okay a crowd control break so first use breaks non-animated knockdown crowd control effects first progression increases resistances to crowd control effects and then second progression gain focus for each CC effect that is cleared through this use that's pretty cool yeah so you come under control

Right you might want to wait a little bit see what other things pop up on you

Exactly

And then counter with a very strong return

Yeah for these control our control effects are we says non animation he's talking about knockdown as an animation control effect but then we've got root and snare and stun [cross-talk]

Bleed let's not forget bleed

Is that a control effect?

Oh it's not a control effect condition effect yeah not a control effect what other control effects do we have?

We've got silence

And sleep and disarm

26:54

There's a rush skill which is closing the gap kind of skill so charge to a single target on the battlefield friend or enemy do damage to enemy targets upon reaching them first progression additional physical and magical mitigation upon reaching the target for a short duration second progression does damage and knocks down enemies between caster and target so you're kind of bull rushing that target and anybody that gets in your way

Yep they're going down too

They're going down too I like that that's a great skill and it's important for the tank to have that close gap measure again because what's the bane to a tank's existence

People running away

People running away I guess everybody's bain

27:38

Absorb bubble so this and these names [cross-talk] these names are just description oriented they are actually not the names you'll see in the game they're the name that we came up with okay this skill absorbs a fixed amount of damage does that damage to nearby targets upon expiration pretty cool first progression increases the duration of the buff second progression a thorn damage while absorb is active so reflective not reflecting but dealing damage back to people it's pretty useful skill makes the makes the tank needing to be aware of his position while he has that active because you don't want to be nearby when that thing pops which is why it's called a bubble

28:36

Shield throw ability so single target throws shields and adds throws a shield dual she'll do not confirmed single target throws shield adds hate changes a first progression changes to cone attack second progression add stun to the first target hit so that gives a tanks of a sum ranged skill ability it's kind of cool I like that again more hate as well something useful in PvE for tanks

29:08

These are a melee strike skill does damage and adds hate first progression damage over time hate overtime second progression turns into a cone effect pretty good

29:20

And then he has a block passive which increases your block percentage by X first progression further increases block and second progression chance to to deal weapon damage on a successful block so kind of like a

Like a reaper strike

Right yeah

29:41

Armor passives heavy armor passives increases armor given by heavy armor further increases armor given by having our first progression and then third progression each piece of armor added gives health percentage bonus to the tank so those are the skill that will be present in alpha zero for the tank archetype and these skills are as we discussed last week situated in a in a progression system that requires a number of skill points spent in a certain way before certain skills become unlocked right and people will see that in alpha zero

Yeah so you're not just gonna be given skills as you level up right you're going to choose what skills you take

And you'll be able to so deep you going to each of the skill progression so you can choose to go wide and get a bunch of different abilities or you can choose to to go really deep into a specific ability or couple of abilities so you have a good bit of play in the way you build out your character

And there should be some interesting builds even in our alpha zero [cross-talk]

And the interesting yeah and the interesting thing about about having the skill progression system in place and these types of skills is that we wanted to demonstrate the ability of the player to customize their combat experience in a way that is more focused on tab targetable skills or action-oriented skills being able to kind of customize that that gameplay a little bit and we know because you know us as MMORPG players there are people who are very fond of action combat and there are people very fond of tab targeting combat and and we didn't see why you can't have an option for both and have a customizable to the player as long as we do our jobs which is balancing those skills selections right

Right making it risk reward

Risk and reward exactly and making that fluidity of combat consistent between the two targeting types right so that's what that's what we're hoping to achieve with alpha zero and give you guys a demonstration of that ability

31:41

Okay let's go move on to the cleric

Oh the cleric

So what?

I said oh the cleric

The cleric [cross-talk]

Not today

Wouldn't be the first time okay he is a bard after all

31:58

Alright heal ability so this is a spot he'll on first on first on first grab first progression is a spot he'll plus the heal over time second progression of spot heal plus a damage over time to adjacent enemies so that was something that was present at PAX and it worked and that in all those ranks but here you'll have to progress it up

32:20

Second skill the totem which is an AoE that you place it ticks damage on targets in range of the AoE ranked Rank 2 spreads damage done to allies in range as a heal and then rank 3 slow movement on enemies in AoE range of totem always on for enemies in range that's an interesting skill that's a very powerful skill

32:49

Balance skill balances group life percentages on the on the grab first progression reduced cooldown second progression adds a heal over time on everyone that's a new addition the heal over time

33:04

The chain heal chain heal to friendly targets first progression add damage to enemy in range of final group member healed and second progression heal amount and damage increases based on the number of allies that will be hit by the ability

And again that's the that's the final state that it was in in PAX and we pulled it apart and

The second one is the state was in in PAX this one gives you for each target it'll it'll be better right so for PAX it would be the same for each person you hit and this one if you heal three targets it's gonna do more healing than if you heal two targets

It kind of stacks up yeah and it has a maximum stack count right?

Yes

It's just like four or five cool

33:48

Resurrection ability upon use resurrect target if they are dead prevents death if they are alive a resurrect is not 100% so meaning they don't return to life at 100% health mana values they'll be at a mitigated amount first first progression increases duration of death prevention buff so some period of time if you cast on a target and they're still alive they will be immune to death and this increases that duration the last progression resurrects target to 100% hit points and mana points so that's pretty good

34:26

Divine form so divine form is a pulse AoE heal and damage around the caster first progression reduces hate for the caster on enemies hit by the pulse enemies targeting the caster lose target second progression increases effectiveness of all heals while cast in this form very cool very strong

34:52

Okay new skills that will be present for alpha zero proximity chain stun chains enemies to a center point if enemies leave proximity of the point the chain breaks and they are stunned chain is only applied when the ability is cast rank 2 so the first progression enemies that are chained take extra damage from all incoming sources from all incoming sources second progression allies in range when chain is cast gain extra health from heals that's pretty strong ability

Cleric man

Oh the cleric now I see why you say that oh no

35:35

Okay banish I like this one teleport target a distance away from the caster so you select an enemy and you push them teleport that out away from you first progression negative hate to enemies cast so remove decrease hate threat from those enemies and increase the distance if the target is currently targeting the caster target will clear second progression snare two enemies that are banished so you port them away and then they're slowed

They have a hard time getting back to you

Nice

Tank hates that one

Oh cleric

Join me

36:15

Okay soul paralysis

Like I said names are work in progress

Okay channel block down of a single target so you target an enemy and you are both kind of held in place right increase okay so first progression increased disable defense while channeling so this is uh increasing your resistances to being disabled and then second progression caster takes reduced damage while channeling pretty strong ability so that's that gives that's giving the caster the ability to lock someone down

It also takes them out of the fight right [cross-talk]

It's a little bit of a give and take

36:57

Life bolt so deal damage to enemy based on the casters missing health I can just see a party of casters running around with 10% hit points

I don't think that'll work out super well for them

I know right one AoE and gone okay first progression is an area of effect so upon impact hits multiple targets and then second progression slows enemies hit by blast and that's like a tapering slow or is it a constant slow

What do you mean?

Like so well

Right now it's just right now it's just a snare slows down their run speed

37:43

That's cool okay let's go Mana well so gain X mana per pulse X must be either percentage based are based on weapon damage okay first progression bonus health per pulse and second progression allies in well get physical and magical defensive buff strong I like that mana well

38:04

Medium armor passive increasing armor by medium armor first progression further increases armor given by medium armor and third progression if medium armor worn in all slots gives health and mana a balance of health and mana less than the health given for the tank for the heavy armor

38:20

Mana pool passive increased mana pool first progression more increased to mana pool second progression every

Nth cast I think

Every X cast is free yeah wow clerics!

38:35

Okay let's move on to the mage questions after this we have the ranger right okay so mage we saw in PAX the fireball first grab it as a single target first progression becomes a burn and second progression it is an area of effect around the target hit

39:02

Ice prison stops target movement first progression adds damage over time second progression snares after root breaks that's a pretty good one

39:15

Lightning line template area-of-effect first progression it adds damage over time to targets hit and then second progression chains to nearby enemies that are not it's not an AoE so it's gonna be similar to the chain heal from the cleric right?

Right so the way this works is everyone who gets hit by the line anyone who is outside the line has a chance to get a bolt jump to them

Art too nice and I like it

39:42

Blink teleport out of danger first progression clears targets and aggro reduction second progression clears crowd control ooh CC break that's nice

39:52

Mirror image first rank evasion buff first progression increased duration second progression bonus damage while buff is active so that's kind of a dual dipping defense and offense they're very good it didn't do that for PAX right the increased damage

40:14

Earthquake damage in an AoE line template first progression adds knockdown second progression reduces focus costs and cooldown for the skill it's pretty good

40:23

Alright these are new skills for for alpha zero I can't actually say that name [laughter]

Oh oh my god yeah

Okay sorry so this is a will call this skill mage's private sanctum [cross-talk] okay so on use targeted party member and can be self is removed from combat for duration it sends them to some extra dimensional location or something just removes them from the world

They're off the place [cross-talk]

They're off the play first progression banished target gets extra mana while banished second progression reduces cooldown so you see your friend or yourself is in trouble right or there's some impending doom and you pop this skill and you're gone just for a period of time you don't interact with people and they can't interact with you you're gone

41:26

Okay portal create a portal under the caster and place the second portal in a location picked by the caster portal will only work for a certain number of players and I assume they must be a party probably

We were talking about using it offensively

Really yeah

That'd be interesting one

Of my favorite things to do right now since we've got spell descriptions but they don't show up anywhere is I put in little like secret messages and all this spell descriptions this one is I think the text is currently now you're thinking with portals [laughter]

Okay first progression increases range second progression using portal reduces threat and clears targets very nice

42:08

Ice sheet on use creates an area where enemies are knocked down first progression snares two targets in area and second progression increases size and duration

42:20

Black hole pulls all enemies to a point picked by the caster after a short delay first progression snares targets after pull second progression black hole explodes at the end of the pull duration dealing damage

Fun little battlefield management for the mage

Yeah I like that I like that

42:42

Okay this this one what do we call this one well just call it beam

Yeah we can call it beam

I think I called it charged beam attack

Charge beam attack I like it okay so on use channels beam attack to a single target first progression damages is over time after channel second progression damages enemies between you and the target between caster and target so you create this beam that you're channeling and anything that moves in between it kind of takes that damage

Like 9,000 damage [cross-talk]

Over 9,000 damage wow

43:14

This one's called tentacles [laughter] okay on use creates an area of effect around the caster that roots targets so tentacles come out of the ground and grab people first progression adds damage over time to targets and range second progression increases duration that's a pretty good I'm in trouble everyone stop hammer time [cross-talk]

43:44

Robe passives increasing armor by cloth armor further increasing armor given by cloth armor and the bonus mana for HP the cloth armor

43:53

Elemental passives increases to elemental damage the more the mage changes their element type the more damage is done so as you stack those elements up pretty cool

44:06

Okay last but not least the Ranger so PAX we had a Power Shot we broke it down into doing damage to all targets in a lot in a box

Yeah

Yeah line attack line template

And then first progression adds bleed damage to any targets hit second progression splits into a fan of arrows cone radius and increases based on whole duration so the cone radius increases based on it [cross-talk] I want to see it and who knows I just might leak it we'll see

44:41

Foot pin roots target in place adds a bleed on first progression and snares after root expires on second progression

44:49

Mark shot reduces physical damage or reduces physical damage reduction so grants additional damage from all sources on the target reduces magical damage reduction so physical then magical on this on the progression and the second progression is increases the duration of this debuff

45:09

Retreating shot rolls backward and does damage first progression increases max range and second progression breaks CC that's pretty good didn't break CC before that's good

45:21

Prepared shot prepares two arrows combo attacks to two more damage first progression prepares four arrows second progression prepared shot works on all arrow attacks that's a nice buff

45:37

Rain of arrows also present at PAX rain arrows on a target add movement slow on first progression adds damage over time to targets in the area on second progression

45:52

Okay jump this is new for alpha zero this is a dash on first use first progression cooldown is replaced by charges with individual cooldown so multiple uses of the of the dash ability I like that second progression drop a bear trap in the location that you leave so we're just gonna have rangers dashing across the battlefield dropping traps

Yeah

I like it I love that that is so awesome

46:22

A sprint ability increases movement speed and prevents activation of abilities using an ability ends sprint first progression increased resistance to disable abilities second progression clears CC when sprint starts and removes silence that's pretty good

46:43

Knock back shot knocks a target back x distance first progression add damage second progression knockdown

46:52

Flame line shoot an arrow that leaves behind a trail of flames first progression arrow explodes upon reaching target or upon reaching end of its distance second progression enemies take burning damage for entering the flames oh so they have a dot they would take damage normally but that dot now persists

47:14

Slice this is a cone melee attack on first progression becomes a 360 degree melee attack and on second progression hemorrhage damage [laughter] bleed nice

47:29

Trap place a bear trap under why has it gotta be a bear trap [laughter] what did bears do place a trap under the caster that holds them in place and does damage also holds targets in place and does damage first progression traps stun instead of root so stuns instead of root and then second progression two traps stacks so you can place twice

47:55

Leather passives or light armor passives increases armor given by light armor further increases armor given by light armor each piece of light armor increases damage

48:04

Ranged passive reduces minimum range of all abilities reduces max range or increases max range of all abilities on the second progression and third progression increases crit chance this effect has a cooldown that's a pretty good line up of skills

Yeah I know it's definitely a lot of a lot of options lot of options for ten levels

I think we're going to see some pretty interesting combinations from those options from players that are going to be participating in alpha zero and and we'll see a really good balance/counterbalance kind of interaction between the different builds that are going to be present

Absolutely and a lot of interplay between the way classes build and play their builds together

Right

Yeah well I think we're giving everybody free respecs during the time so everybody can just kind of mix and match and play with what they want to do

Play with it yeah absolutely another thing that we were talking about which we have not confirmed yet but we are talking about it and if we can get it done would be great is an arena you have players as well to participate

Yeah and just kind of see you know player versus player how these things work and how they function them but again that's more of a stretch goal for us

It is a stretch goal that is a hundred percent of stretch goal yeah and right now we're stretching

We're stretching

We're stretching just call me Armstrong

Yeah there you go but no we can get that done them that would be awesome to see you know how people interact and if we could increase I think we announced last stream that the party size is going to be six people right for alpha zero and if we could get some you know five on five or six on six action and one of the arenas perhaps even roll out one of the new arenas you know that would be really cool to have for alpha zero so we have some questions from the forums that we would like to obviously get to holy moly where has the time gone?

It's gone to skills man

Oh has it gone to skills

It's gone to skills

I'm so sorry I hope I know everybody loves to hear about the skills

It's really crunchy I mean that's probably the most crunchy thing we've ever done but hopefully everybody liked it I liked it

50:06

There you go let me grab these okay where did we put these uh slack live stream there we go okay so we have a question from Belewyn in Belewyn one of our community moderators if a node levels up and takes another node under it's zone of influence will the experience progress on the node taken freeze where it was in moment or god I can't read today

It's okay we all have those days

If node one takes over node two will the experience progress of node two freeze where it was in the moment of the takeover or will it degrade to zero?

Well they can keep gaming they can keep gaining gaming experience and that taken over node they just can't level past the node [cross-talk]

Past the parent node right

There's gonna be some we're working on some node interactions and working on exactly the dynamics of nodes but that's kind of the concept right you can't ever level past your parent but you're still going to be able to little level

So the great thing about you know pre-alpha 0 we had node progression on a singular basis for alpha 0 we're having node progression with interactions of other nodes right and that is allowing us both from a technical and design standpoint that we have created the infrastructure for nodes to interact in certain ways and to answer this specific question if a parent node absorbs other nodes under it and takes their zones of influence those nodes can continue to progress in a normal fashion up to where it does not achieve the same level as its parent node right

And then that follows the chain all the way down

And that follows the chain all the way down exactly so if that and let's say for example you had a node that was stage 4 and it had a sub node at stage 3 then it that sub stage node could have a sub node at 2 and then that one and so on right and then additionally

So they're each capped at each kind of chain [cross-talk]

Absolutely and because those sub nodes can continue to collect experience until it reaches the cap right that is a drain on the parent node right

Because the parent node's not getting that experience it's going into the baby node

Until the baby node gets to where it can get to max at and then it will divert kind of in a feudal system way to the parent node

Right it will go all the way up the chain until it reaches the parent

Right trickle up node economics [laughter]

I mean we did ask to get that set up through a easy tunable variable so we will be able to balance that so we want it to be 50% later on with 50% [cross-talk]

Absolutely very versatile

A lot of these things we're building so that we can change them easily because we picture these things changing

Right and I love things that can just change you change the number on a server and [cross-talk]

I know I don't have to say code can you do this thing for me and they get mad at me because they said why didn't you do that the first place and then [cross-talk] but we're trying to mitigate that

Right exactly yeah no good point and then the other the other important thing about you know how nodes interact with each other from a parent and sub status is that we want you know in the questing paths in the available activities in this story and how it drives the narrative we want to see an interaction between parent and sub nodes right there needs to be a reciprocal relationship there [cross-talk]

Between all of them right where where everybody kind of tries to fulfill their place but may not

53:53

Yes so good question Belewyn very good question next question we have from Ruby437 we've heard plenty about all the races we've also heard I think maybe some people might disagree we've also heard about four portals one for each race which represent a starting area will the Tulnar choose from them or have their own starting area? if it's their own will it be in the underrealm? also to dig deeper on those four portals will those be somewhat close or in the corners of the map? so that's a good question and the location of those four portals we're not quite ready to say yet but there will be some distance between them and then in regards to the Tulnar they will have a starting zone that does not revolve around a portal

Right because they were always there

Absolutely always

Yeah they will have their own starting area appropriate to them and it will reflect some of the similar things that and progressions that the other races have so but and it yeah I won't say any more

And the other thing the other thing that we are considering also is is just because they don't have a portal driven starting area and we have discussed allowing players to choose their starting points you know when you come into the world of Verra you're not the first person there but you are the first groups of people there and you will still be able to choose to start necessarily with the Tulnar and the Tulnar vice versa

Yeah we need to figure out a good way of doing that but we will

Right absolutely

55:38

Okay question from Baconstein

Which is a really great name

It's a great name I love it just in time for Halloween are we going to be using a skill tree system or is the primary/secondary class combination system going to be our source for build variations? in other words will there be much diversity within our chosen class combination?

Yeah so I mean based on what we talked about hopefully you guys got the impression that there's going to be a lot of choice in in your own class so to create builds and create identity and it's not going to be you know I get to level 10 I get X ability and I get a little 15 and I get X ability right it's going to be it's not prescribed you still are going to be in a container but that container has a lot of different variations

A lot of variations and that only gets compounded by the secondary class and how those variations interact with our augment system yeah absolutely good question

56:38

From from Bose83 are there any plans to upgrade enhance expand freehold housing? I find this type of housing the most interesting at the moment as it provides you with your own piece of land which you can harvest process materials craft items from self-build land and buildings so there are many plans to upgrade enhance and expand the freehold housing

Yes actually it's a whole system in and of itself so not only are you gonna be making choices about [phone ringing] it's okay not only are gonna be making choices about like where you put your freehold but you're gonna be making choices about what buildings you put there how your buildings interact with each other right like

Having adjacency bonus

Having adjacent bonuses depending on what environment you're in you might get bonuses based on that so there's going to be a lot of different layers to how you build out your freehold

Freehold system is is a very in-depth system and there is a large [cross-talk]

It's like little mini sim city kind of

Yeah totally true yeah there's a lot to do there and it relates to a lot of other systems as well not just the node that you're under but the crafting endeavors that you have and also interacts with the spawn actors around it right like they're not there are certain quests that you can available out of an inn that you may have or whatever and how it interacts with players that visit you and the taxes that get present all that kind of stuff there's a lot of different stuff that's available to players who participate in the freehold system

It it's not gonna be I plop down a house and that's kind of the end of the story it's it's

And then on top of that the way it interacts with the node system and the node progression

58:19

Yeah good question okay here's another one oh I think that might have been a second part to that question since you are only allowed to have one of each [laughter] sorry since you're only allowed to have one of each housing type I started to wonder how big are the freehold plots and are there any plans on maybe somehow expanding them and if not expanding are there maybe plans to put an upgrade system in place which would allow for bigger yields of crop planted? so the the freehold plots are actually quite sizable

They're pretty sizable yeah

Because they're going to fit all of these things many different types of buildings the crops that are available you know we want them to be a good size chunk

Yeah it's not just a house its property

Right it is property you're literally getting acreage

Maybe not an acre

Well

A half acre is acreage

Yeah thankyou [laughter] a half acre is acreage

Okay very cool we have I think maybe time for one more question

I think there was some more further up in the chat [cross-talk]

Oh I didn't see that yeah

Peter put it down

Here we go okay sorry do do do do

59:38

If you're able to sell from a stall I don't know who this is from if you're if you're able to sell from a stall could you still be PvPd or robbed? so you won't be attacked within the city within the city limits when you have a stall up so I wouldn't be concerned about that in regards to robbing no [cross-talk]

Yeah no you're not gonna down [cross-talk] I don't know what will happen in a siege though?

Well in a siege

We'll have to approach that question later

Right it would be likely that those items would be well during the siege declaration period so the period minimum three days village is three days or whatever that stall would not be renewed right because all services are frozen during the declaration so they would just be granted back to the user probably but yeah we'll discuss it

1:00:34

Will weapon oh here we go hold on sorry all right last question how much of an impact will the archetype secondary attributes have on skills? more specifically what changes about a skill once a secondary class is applied beyond an additional effect? will there be cooldown or cast time modifiers range or area of effect differences etc?

Short answer is yes again the whole the whole augment system is intended to be just that right like you're augmenting what you are currently doing and you're changing it in some facet right some of it might be just as simple as cooldowns changes yeah if I'm giving up something some of the things we might give back to you is cooldown

Well the key for the augment system is that these augments are meant to demonstrate a core identity of the secondary class type you've chosen right so if from from the eight archetypes whatever you choose as your secondary you're going to receive a choice of augments that relate to some core ideal of that class you know like a tank is about controlling the battlefield is about surviving right the mage is about dealing damage and elements and ability in AoEs the rogue is going to be about stealth and and critical damage so those augments are going to to play towards those identities right so will those identities include things like cooldowns like I said yes they will will they include different mana consumptions yes will they include the the general functionality of a particular skill entirely might

Might entirely change

Yes a hundred percent so a great question all right guys I'm sorry we don't have time for more questions look to the to the forums look to the coming the sunrise on the east look to the forums for information detailed information after this stream within the next hour we'll have them up about the Halloween events a great way to get involved and to have a chance for some alpha zero keys

Yeah good luck you guys

And additionally for our November 4th Extra Life charity drive people who donate to the stream do enter a list for random alpha-0 pulls after that event so tune in on November 4th for that as well our next stream is October 31st Halloween

Hopefully you guys don't forget that

Yes don't forget that we will have a costume contest here in these studios on that day and additionally we'll be announcing the winners to the story to the fan art to the pumpkin carving into the costumes out in the community so tune in on that day we hope you guys had an awesome time today and we appreciate your continued support and we love you guys we'll see you October 31st

Bye