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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Game Longevity
Does anyone know what they are doing to retain long term interest in the game? Despite all the fanfare, over time, no matter the game interest will be lost unless there is something going on to retain that interest.
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Ashes of Creation is a unique take on the MMO experience. Our world structure is dynamic and built to react to the actions of our players. Cities will rise and fall, their populations based on the history of the world as the players create it. Quests will unlock as these populations gather, their needs grow, and secrets are unlocked.
As the world’s NPC structure is established in real time, players will have the ability to destroy what they’ve created, paving the way for new development, new populations, and real change. Political strife and intrigue will play a very real role in the structure of your world.
Gone are the days of static worlds, change is here to stay.
@lexmax gave some great quotes on what Steven and the Developers have said.
To add to this, AOC will be following the Subscription base and never go F2P or P2W. Because of this AOC will be getting a Steady flow of income to help produce more content for the game. A example of this would be World of Warcraft, they have been able to set pretty standard expansion packs and updates because of P2P.
Another way AOC will keep its longevity is the way they work with the community. Unlike AAA titles and company's that never really listen to there player base. The AOC is coming from the other side of the wall. Our side, and they know that staying active in the community is a major part of keeping your players happy. Not only are they active, they listen. If by any chance things start to die down or there are issues. The AOC team should be right on top of it.
If Skyrim had the dynamic where villages would grow into cities and cities would fall into obscurity I would never stop playing. I will admit I am a creature of habit and it does not take a lot to keep me in a game long term. I am not the type to get bored easily with an RPG, especially if I give my character a life. Assuming the node system works as planned I will most likely not experience a loss of interest.
...I might need to take a month off here or there though...
Usually subscription based games are able to pump out content more frequently and is the reason why i prefer subscription based MMO's as they are usually the ones that keep me playing for long periods of time.
The third and final thing is character progression that's not based on gear.
Edit: but then again I am not a BOW
Landscapes will change when they attempt to tear things down. I have seen devoted players rise up and defend their home bases.
Do you really think IS will not expand and add to the game?
A game such as Ashes really has no end game. It offers to be an ever changing world.
The only way I see Ashes becoming stagnant as you say is if another game comes out that can overshadow Ashes and the players quit in droves.
I agree, but the point I was trying to get at was I do not feel that IS will just sit back and let things get stale enough to die and they are going to take a more active role in monitoring the health of the game, then a passive reactionary stance
Landscapes will change when they attempt to tear things down. I have seen devoted players rise up and defend their home bases.
Do you really think IS will not expand and add to the game?
A game such as Ashes really has no end game. It offers to be an ever changing world.
The only way I see Ashes becoming stagnant as you say is if another game comes out that can overshadow Ashes and the players quit in droves.
I hope they really allow players to have the freedom of deciding what lands become barren warzones and which ones are prosperous cities booming with trade and life.
Although this might mean all servers get different content updates... which might be problematic.
I think they will try to railroad so much as Kickstart people into action when inactivity shows. Nor is it really feasible from a company standpoint to make updates for specific servers especially with how dynamic the node system is, that being said it is vary probable that some servers will be in a better position to experience newer content then others but that will be because of player choice not developer choice
I agree it's most likely they'll shy away from specific updates for specific servers.
To clarify what I wanted to say regarding railroading was that I'm hoping they don't universally push a content update that would be something like,
"This region is suddenly invaded by Corrupted from another dimension!"
Something that would cause all players, across all servers to gravitate to the same location. I would prefer it if they put the same/similar content in regions of equal activity depending on which nodes progressed to what levels etc.
I understand this isn't going to always be possible and that they will want a large majority of content to be solidly defined and set to a specific regions. Especially for tying together a cohesive main line story.
But for subplot content, I think it is something that would be possible to give different perspectives to some events.
So basically your saying that you hope that they keep everything more dynamic to the state of the world, And program events and such to be able to be applied to the servers in a more dynamic way?
I understand that they will want to inspire players to get out and do things but I'm hoping that they have a slightly more tailored approach.
I personally would find it a bit annoying if a single server would always benefit from content updates because the world layout (for new resources, new bosses, new dungeons) would be based always on what nodes are most active for them.
Retention after release is another animal. That all boils down to developer/player interaction and feedback. What events or things there are to do and how they are implemented, as well as, how the overall gameplay handles.
The hardest part is having enough to do long term where the player is saying "I'm having fun" and not "well, I guess I have to do X if I ever expect to get to Y where all the fun is." Even if it's repetition, which you almost can never get away from to an extent, it's finding a way to make the feel enjoyable.
Nodes only have a limited zone of influence and dont cover the whole map.
The nodes need a constant supply of resources that may not be within the nodes influence.
You may have to be out in the wilds to get resources for your node and doing so progresses that node itself. That node progression generates new content.
So you will be left in the situation where you actually have to develop every single node to find the resources you need to maintain your own node
Lost...good lol.
Just becuase there is only 5 metropolis does not mean their is only 5 cities, towns, villages etc. Their could be 100s at various stages of development.
Its much better to imagine the flaws now, and think of ways to fix them, then to wait till launch and realize the flaws then, with no solution on the horizon.