- What we're creating is a PvX game; and what that means is our target audience is the PvX player; and that is our golden cohort. And so to a degree if a player is solely interested in the most elaborate raid boss mechanics within a controlled and curated setting that is instanced gameplay, Ashes might not be the game for them and that's okay. However, with that being said, we do have a division of curated experiences that exist in an 80:20 ratio; and what that means is roughly 20% of the content that players will experience will be instanced, because where we want to have that granular control over the design and mechanics of a particular storyline or encounter we utilize the instance setting to provide that. – Steven Sharif
- Instanced content is meant to provide rails for an experience the designers want to achieve, such as a set party size, specific environment, or storyline, which can include class-based, culture-based, or node-based storylines.
- Instances not intended to be places that can be farmed repeatedly.
- Instanced content will contain scripted and difficult boss fights that drop gear, but the gear drops will not be best-in-slot items.
- They won't be best-in-slot type items. You will not accomplish that from in from instanced-based content. Those will be found within the open-world. It'll be a competitive area for you to achieve those things, because other forces will want to achieve them as well; and because it's open-world there will be a limited number of those who can successfully complete on: Whether it be some timer for a world boss, or some condition or other world state predicate. Those are things that people are going to have to contend with each other for. – Steven Sharif
Dungeons and Raids
- Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.
- In situations where we want to contain a particular type of raid, we will utilize instancing; and that can protect certain engagements with certain bosses. But that's really more on the 20% of the scenarios will have instancing protection like that. Around 80% of the content is open-world, where competition is- healthy competition is an instigator for soft player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. So that's an intended part of the PvX design of Ashes. It's a core philosophical point. And just to be clear, that is not for everyone. We are not trying to make a product that appeals to every MMO gamer. That's impossible; and so we've been very upfront and forthright with what we are trying to accomplish and what our core pillars of philosophical design are. – Steven Sharif
- Castle and node sieges may contain instanced locations where specific groups can participate in certain objective-based waypoints.
- Dungeon and raids will maintain an open world feel while also capitalizing on the benefits of instanced mechanics. Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal. Outside of these and arenas there will not be too much instancing anywhere else.
- 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. – 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. – Jeffrey Bard
- Healthy competition is seen as an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.
- This friction presents an opportunity to engage in the political aspects of the game, which is the lifeblood of what keeps players interested and invested in the game.
- 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. – Steven Sharif
- Q: In an open world dungeon, what prevents others from just waiting until you're at the boss and then killing you and taking your boss's loot? What prevents mega guilds from just owning an area and preventing you from accessing or enjoying it?
- A: In a majority of cases, we do not want to prevent another group from engaging potentially in PvP. We disincentivize it by creating safeguards within the flagging system that make that decision very concerning for the people that might go corrupt; and if you're in the large enough group of numbers I doubt you're going to experience that unless there's some rivalry between guilds. In which case there's apparatuses like Guild Wars that are more opt-in. You can drop guild tag if you want. But anyways, the competitive nature of this environment is a PvX element. – Steven Sharif
- In den Arenen wird es 1-Man, 3-Man, 5-Man, und möglicherweise 20-Man Free-For-All (Deathmatch) Gruppengrößen geben.
- Es wird verschiedene Arena-Stufen (Ranglistensystem) geben.
- Bürgermeister von Militär-Nodes werden von den Bürgern durch einen Last Man Standing (Gladiatoren-Style) Kampf gewählt.
- Das Arena-System könnte Serverübergreifende Kämpfe ermöglichen.
- Kämpfe in der Arena sind instanziert, aber Zuschauer könnten über ein Interface möglich sein.
- The minimum goal is for 250x250 players to be on a single battlefield. It is hoped that this can be increased to 500x500 over time.
- There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.
- There may be instanced locations within otherwise open-world castle and node sieges, where specific groups can participate in small, short duration objective-based battles that will affect the overall outcome of the siege.
- I love castle-based gameplay. I love trophies. I like rewarding risk a lot; and for me it's very difficult to imagine a MMO that I would want to play where there is not competition of strategic prowess that determines the outcome of these types of events and there is not a meaningful reward both mechanically and from just a bragging rights perspective that players can aim for and try to achieve. I think that it brings a lot to the game when it comes to motivations, to excel, to level, to gain power, to engage those different progression loops when there is an ultimate goal or trophy that is not static and doesn't exist forever once you achieve it, but that you must constantly perform in order to maintain; and that's really the purpose of these castles. – Steven Sharif
- Each week leading up to the siege week... is a week that's dedicated to one of the three castle dedicated nodes. So around the castle there are three nodes. They represent week, one, two, and three; and then the fourth week is the siege against the castle. Those can only be elevated up to stage three. We've discussed this in the past and there's definitely information out there on the community ran wiki. – Steven Sharif
- In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to Dorf stage through questing.
- The fourth week is declaration week, where other guilds have the opportunity to lay down their declaration flag or to sign up as a defender of the castle.
- Depending on how well the guild defends their castle nodes results in better defenses for the castle.
- Different siege weaponry will grant the attackers the ability to destroy walls, doors and sections of the castle in order to gain access to the inner keep area.
- When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.
- There will be benefits to attracting people... even if they're not in your guild or alliance – a feudal like system, where you can attract other players who are just independent of this whole politic. They will have things to do there - benefits to receive - and there will be a reciprocal relationship between who you can attract, what they do for you; and how that benefits you and them. – Steven Sharif
Alpha-1 castle sieges
- Players will be able to join guilds. These guilds can register for the siege events.
- Castle siege events will be 100v100 battles that occur daily and will last for three hours.
- Attackers will start on the opposite end of the map (from the defenders).
- Attackers will be able to use trebuchets to drive to and assault the castle.
- When the attackers have breached the castle they will be able to channel a cast on the relic in the throne room to try to capture the castle from the defenders.
- The victors of castle sieges will receive benefits, such as cloaks, flying mounts for guild leaders and potentially also for guild officers.
- Alpha-1 castle sieges are in a separate zone that is accessible via a NPC teleporter.
- Currently the siege zone is actually in the open world, but separated by mountains and off in the sea a bit. There is actually no instancing in A1, although the siege zone will only be accessible in A1 through a registration NPC teleporter. – Steven Sharif
- The opposing team is notified when these raid bosses are being attacked.
- Teams who get the last hit on these bosses will receive buffs that will help them in the siege battle.
Last year, I spoke of attempting to incorporate sieges into the Alpha One experience. This has obviously been a goal of mine because it provides considerable data and a consistent event within the world that players can participate in to help stress test the deployment. Well, I am happy to say that it is appearing more and more likely by the day! Initial implementation of the Apocalypse siege code has been migrated into the Alpha One client, and we should begin internal testing next month. I will caveat this expectation with the fact that we are cutting it a bit close from an internal QA standpoint, but I have some confidence that the system will be online and capable of inclusion for the Alpha One test in the month of June. The siege component will obviously not be representative of what the siege system will be at launch, or even in Alpha Two. – Steven Sharif
- Destructible structures (such as walls and gates) are present in Alpha-1 castle sieges.
Apartments sind (instanzierte) Wohnungen in Gebäuden innerhalb einer Node, die eine Housing-Funktion bieten. Es werden zu Beginn 50 Apartments zum Verkauf stehen, sobald eine Node sich zu einem Dorf (Stufe 3) entwickelt. Weitere Apartment-Gebäude können in einer Stadt (Stufe 4) gebaut werden, wenn der/die Bürgermeister/in sich entscheidet diese auf einem verfügbaren Baugebiet zu errichten.
- Die Anzahl der verfügbaren Apartments erhöht sich automatisch während der Node-Weiterentwicklung.
- Zu einem früheren Zeitpunkt wurde bekannt gegeben, dass Apartments erst ab der Stufe Stadt (Stufe 4) oder höher verfügbar wären .
The mayor may additionally construct apartment buildings when the node hits stage 4 at one of the building plots in the node, along with cities gaining additional static housing and apartments by default as a normal part of the leveling process. – Steven Sharif
- Interview, 2023-09-10 (58:47).
- Liveübertragung, 2023-03-31 (1:00:16).
- Interview, 2020-07-19 (11:04).
- Liveübertragung, 2020-03-28 (1:48:36).
- Liveübertragung, 2022-03-31 (1:19:41).
- Podcast, 2021-09-29 (34:11).
- Liveübertragung, 2020-04-30 (1:05:34).
- Liveübertragung, 2017-05-22 (20:59).
- Liveübertragung, 2023-05-31 (45:47).
- Liveübertragung, 2022-01-28 (17:50).
- Podcast, 2021-09-29 (35:17).
- Liveübertragung, 2023-04-28 (2:06).
- Liveübertragung, 2017-05-19 (24:17).
- Liveübertragung, 2017-08-23 (16:44).
- Liveübertragung, 2017-05-05 (16:53).
- Liveübertragung, 2017-05-26 (48:12).
- Podcast, 2018-05-11 (52:20).
- Liveübertragung, 2017-05-26 (29:13).
- Interview, 2020-03-27 (11:04).
- Video, 2021-05-28 (25:44).
- About Ashes of Creation.
- Liveübertragung, 2022-07-29 (1:12:14).
- Interview, 2020-07-29 (31:05).
- Interview, 2020-07-18 (13:13).
- Liveübertragung, 2021-09-24 (52:48).
- Interview, 2021-07-08 (57:19).
- Interview, 2020-07-19 (44:28).
- Twitch Bustin - Practice Sieges?
- Podcast, 2021-04-11 (49:40).
- Liveübertragung, 2021-04-30 (41:18).
- Blog: Creative Director's Letter, April 14 2021
- Interview, 2023-09-10 (25:14).
- Liveübertragung, 2020-08-28 (1:43:03).
- Podcast, 2018-04-23 (21:55).
- Liveübertragung, 2017-08-23 (23:00).
- Podcast, 2018-04-23 (15:14).
- Video, 2021-05-28 (24:44).
- Video, 2021-04-30 (19:25).
- Video, 2021-05-28 (19:04).
- Video, 2021-04-30 (13:02).
- Liveübertragung, 2021-05-28 (1:04:29).
- Liveübertragung, 2017-05-12 (52:01).
- Node series part II – the Metropolis.
- Steven Sharif - Clarification points from today’s stream.
- Liveübertragung, 2017-05-08 (36:26).
- Liveübertragung, 2017-07-28 (35:42).