Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
Its true, some past games had decent to good customization and other did not such as Warhammer Online.
While I hope this game will have one the best if not the best, I just wanted to see if the thought of customization concept feature where you can still edit your character while in-game even if its just certain features such as hair styles, facial hair and such.
For roleplayers for example, might have frazzled looking hair during battle, but when they are in town or at a wedding for example, may wish to have their hair cleaned up / combed.
While its not a big thing, I am sure there is portion of the player base would like having this feature if it was made available.
E.g., if I am going to apply the angelic racial skin to my new character, would I just skip character customization because they all look the same? Or will the same degree of customization be allowed AFTER a racial skin has been applied (allowing for the alteration of things like # of wings, wing design, body structure, etc.)?
And through every iteration over the years, the UT engine always ran more smoothlly over a wider range of hardware than the Quake engines did. The Quake engines may have been more superior in technical merits, but you always needed the most high end hardware available to take advantage of it. I always preferred the UT engine games for a great look to performance ratio.
I would totally make a pirate alt if peg legs were an option.
Hahahahaha!
There's one thing to know about the pirate inquisition, is that our peg legs are feared and we are ruthless on the open seas- er,
There are two things to know about the pirate inquisition! Our peg legs are feared throughout the lands, we're ruthless on the open seas, no one's treasure is safe-crap
Three! There are three things to know about the pirate inquisition!
Our peg legs strike fear throughout the land!
We are ruthless on the open seas!
Your treasure is not safe when we draw near! Our parrots shall pluck the eyes from your sku-, you know.... let me just start over.....
https://www.unrealengine.com/en-US/blog/photorealistic-character-sample-released
But that being said, it seems these things can be scaled back quite a bit but still maintain a very high fidelity appearance.
Star Citizen has been doing something similar, by creating a tier system of character models, 0 (highest poly count) - 3 (lowest poly count) but all high enough quality to look natural next to each other side by side.
If you're curious about how they're doing that kind of character modeling, this is a good intro video: https://www.youtube.com/watch?v=zTZIQ-YEqGc
If Ashes does something similar, I have to say, I will be impressed. We've started to see this kind of detail for human characters obviously..... but this level of detail on dwarves and orcs, and another assorted races and creatures? Well, it will be an eye opening experience.
But it's a double edged sword too, because historically, the games that go for realism often don't age as well graphically as those that opt for aesthetically artistic visual styles.
But judging from what we've seen so far in the pre alpha videos, I'd say they're going for a visual style somewhere in between.