@koltovince Players will ben able to acquire 'bounty hunter' title through a quest that is available only to citizens of military stage 4 nodes. The idea is that corrupted players (those who kill non combatants) will be hunted down by the bounty hunters. Corrupted players also have a chance to drop gear etc upon death as well as many other stuff they own which will be the bounty of the hunter. for more info: https://ashesofcreation.wiki/Bounty_hunters 👈
Hi,
Can we harvest the monsters or creatures we killed that we can use for cooking, alchemy, and other material.
Thanks.
@lifetree Yes! when you kill mobs they will drop relevant raw materials which then can be used in crafting, cooking alchemy etc. That stage is called 'processing' which is one of the artisan classes in Ashes. for more info: https://ashesofcreation.wiki/Processing 👈
Are there many options for players to build, customize or design outer layers of their house and the house itself when it comes to housing and freeholds?
What kind of stat modifiers can we look forward to seeing on gear
@apok In Ashes, all stats will relate to a player's combat effectiveness in PvX. As a 'stat modifier' there is the enchanting system. For more info: https://ashesofcreation.wiki/Gear 👈
Will there be a pinging mechanic that shot callers in mass PvP or raids (and possibly castle siege) could use to dictate player where to go and what to do there (attack/defend/support)?
Can we get anymore information in regards to the importance of Player/God relations? For example you previously mentioned about the Devoted follower system, and stated that although players don't need to venture into the realm of having a patron deity, it would be beneficial for them? Can you go into a bit more detail in regards to this area? Does having a deity link to the angelic/demon skins (perhaps a hint at an ascended level players can attain if they are most devoted).
Also..any news on the long-anticipated religious node article?
Will there be a pvp mode like in Guild Wars 2 where all stats are the same for everyone from level 1 to max level or will pvp always be "better gear = better chances"?
If Tanks (primary) are locked to that role, I worry that finding a spot in a raid group may get difficult as having a third or fourth offtank probably isn't ideal.
For normal group content a game usually needs plenty of tanks but in raiding only a few are needed wich makes me think alot of tanks won't get to see the endgame at all.
That, or there will be way too few tanks for normal group content.
What are your plans to balance this? Will there be viable DPS or maybe support builds for Tanks?
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SquirrelTeamSixMember, Braver of Worlds, Kickstarter, Alpha One
Will there be static in world dungeons as well as the ones that pop up as archeological (for example) for story and lore purposes or are dungeons going to be largely unaffected by the main storyline?
Will there be a cartography skill? or perhaps something similar?
Back in the olden days of Ultima Online for instance, with this skill, you were able to create/uncover treasure maps to hidden treasures spread throughout the world. Upon digging on the right spot you would uncover a chest with some goodies and sometimes some unfortunately monster spawns.
While I'm not sure that we need this exactly, it would be great to have something similar that will send adventurers exploring all corners of the world (outside of questing and sieging). Something to add more flavor.
It has been told that you have some amount of "slots" for different buildings for profession or for production. Are these slots filled with buildings supporting your own profession or can they be anything? Do they come with a base level npc to work in them, which would be nice for immersion, or are they only for players to use?
Can i be a gatherer and still have refinement and production buildings on my hold?
Does nimal breeding require the space of all slots or
Or can i have some farming and food production also.
All kind of info is wanted and thank you for all answers to all question beforehand..
Btw.
Could questing be made so that all the questgivers have somekind of ingame flag infront of the house or marketstand or anywhere indicating that adventurers are needed for a job. When you have completed the quest you can see ingame that the flag is taken down.
The quests should be read from journal or from conversation and no other indicators. Sort of medium between wow and hc questing.
Since clerics are set to be the healer, how is there leveling experience? Can they do okay dps to kill mobs or will they need to rely on others to help them?
If the raids are built around 40 ppl, 5 from each base archetype - how does this affect the server if there is a dominance of a certain archetype? since tank and cleric are pretty much locked in their roles, can you choose any "damage dealing players" for your dps slots?
Can you please tell us a bit about secondary augment schools for tanks & healers ?
Like the fighter rush + mage teleport example but instead of both archetypes being dps roles, some examples where the secondary archetype is a tank or healer.
Eg, will there be a tank secondary augment school for increased threat ? Will there be a healer secondary augment school that heals others ?
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mrwafflesMember, Leader of Men, Kickstarter, Alpha One
What kind of novelty games will we have access to in game? I come from Ultima Online where you can play Chess, Checkers, Backgammon, Mahjong and roll dice in the game.
I have been thinking about how I would like to be a traveling nomad salesman, explorer, crafting type. I am wondering if this is even possible? From what I understand crafting is tied to a persons freehold and that has to be placed in a nodes area and you become a citizen. Is there a way to not be a citizen and travel and still engage with people and use node services? This could also lead to some cool expansive quests as well. Like a religious pilgrimage that shows greater dedication to your religion as an example.
Comments
@koltovince Players will ben able to acquire 'bounty hunter' title through a quest that is available only to citizens of military stage 4 nodes. The idea is that corrupted players (those who kill non combatants) will be hunted down by the bounty hunters. Corrupted players also have a chance to drop gear etc upon death as well as many other stuff they own which will be the bounty of the hunter. for more info: https://ashesofcreation.wiki/Bounty_hunters 👈
@Pmilhous24 Yes, mob AI will be responsive to your actions.Bosses especially will make decisions dynamically during fights for more info: https://ashesofcreation.wiki/Mobs 👈
@lifetree Yes! when you kill mobs they will drop relevant raw materials which then can be used in crafting, cooking alchemy etc. That stage is called 'processing' which is one of the artisan classes in Ashes. for more info: https://ashesofcreation.wiki/Processing 👈
@iliya Unfortunately you won't be able to build and design the outer layer of your houses. Rather there will be blueprints you can buy.You can do a lot of decorating inside the house tho! for more info: https://ashesofcreation.wiki/Player_housing#Housing_decoration 👈
@apok In Ashes, all stats will relate to a player's combat effectiveness in PvX. As a 'stat modifier' there is the enchanting system. For more info: https://ashesofcreation.wiki/Gear 👈
E.g. Climbing up houses and going across roofs to avoid choke points and flank behind the enemy.
Also..any news on the long-anticipated religious node article?
Lots of love xoxo
https://youtu.be/ev42u5V7ssc
For normal group content a game usually needs plenty of tanks but in raiding only a few are needed wich makes me think alot of tanks won't get to see the endgame at all.
That, or there will be way too few tanks for normal group content.
What are your plans to balance this? Will there be viable DPS or maybe support builds for Tanks?
Ex. something like BDO or Horizon Zero Dawn, or maybe more like GW2 or Skyrim just to give some ideas that are not limited to just MMOs.
Back in the olden days of Ultima Online for instance, with this skill, you were able to create/uncover treasure maps to hidden treasures spread throughout the world. Upon digging on the right spot you would uncover a chest with some goodies and sometimes some unfortunately monster spawns.
While I'm not sure that we need this exactly, it would be great to have something similar that will send adventurers exploring all corners of the world (outside of questing and sieging). Something to add more flavor.
I have a question about the "Freeholds"
It has been told that you have some amount of "slots" for different buildings for profession or for production. Are these slots filled with buildings supporting your own profession or can they be anything? Do they come with a base level npc to work in them, which would be nice for immersion, or are they only for players to use?
Can i be a gatherer and still have refinement and production buildings on my hold?
Does nimal breeding require the space of all slots or
And continues
Or can i have some farming and food production also.
All kind of info is wanted and thank you for all answers to all question beforehand..
Btw.
Could questing be made so that all the questgivers have somekind of ingame flag infront of the house or marketstand or anywhere indicating that adventurers are needed for a job. When you have completed the quest you can see ingame that the flag is taken down.
The quests should be read from journal or from conversation and no other indicators. Sort of medium between wow and hc questing.
Like the fighter rush + mage teleport example but instead of both archetypes being dps roles, some examples where the secondary archetype is a tank or healer.
Eg, will there be a tank secondary augment school for increased threat ? Will there be a healer secondary augment school that heals others ?
Cheers JD