You partially answered this last time but did not answer this concern:
If a player collects a 1 per server item but stops paying the subscription will they get to keep that item till they return and start a new subscription? How will you stop people from permanently hoarding one per server items? Is this thought benign?
What will motivate players to specialize in processing vs gathering or crafting professions which will be much more involved with their gameplay layers?
Are there any plans for what type of parlor games there are going to be yet? Whether that is newly invented games, pre-existing games or reviving games from the ancient past?
Is your goal for ideal group composition to be one player of each class, for all types of group play mode (dungeons, raiding, pvp)? For example in a 40 person raid or pvp battle do you expect there to be a need for 5 players of each class?
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FantmxMember, Phoenix Initiative, Royalty, Kickstarter, Alpha One
Will the ranger class be able to provide some healing through the secondary cleric archetype similar to how EverQuest rangers played?
I know Steven wants to keep a lot of lore under wraps but I figure it can't hurt to ask, why did Steven refer to the destroyed moon as the Harbinger Moon in the previous stream?
Did a Harbinger crash into the moon on it's way to Verra? Are Harbingers pieces of that moon falling to the surface?
How long do you anticipate players to maintain and interact with content from a single Metropolis Node before demolishing it so a different node can be leveled to Metropolis Level, unlocking new mysteries, content, etc from the new node?
Some of the recent update videos about freehold ownership, mayoral powers, nodes, and caravans seem like they all tend to benefit large guilds who can consolidate resources to a few individual quickly. Will there be any sort of systems in place to allow smaller guilds to compete on even footing outside of the guild specialization perks already discussed?
Hello Glorious Intrepid Team! In regards to the removal of the minimum distance requirement for the Ranger's ranged attack, can you explain the thought behind this change? Don't get me wrong, I completely support the change, I am just curious to hear a developer's perspective on such an important aspect of ranger gameplay. Thank you, and Merry Christmas!
angelicshiyaMember, Leader of Men, Kickstarter, Alpha One
When leveling up will we get assigned stat points to put on strength, dex, int like New World, or will the stats just go from say 54 strength to 57 strength on its own like the World of warcraft? If the latter like wow, can we somewhat influence the stats we want to go up in a certain direction based on different things we do/wear/build that encompass our character?
Its been said before that "When stolen by attackers, the supplies become stolen/corrupted glint and/or stolen resources...", can Steven clarify what supplies would become stolen/corrupted glint? I imagine it's when crates carrying commodities are broken, but would like clarification.
With the recent announcement from Hello Games and their trailer of “Light no Fire,” does the Ashes crew feel a new sense of urgency to put out a functional beta? The hype train for Ashes has been rolling for a long time and I’ve watched as people fall away as attention spans narrow.
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PlasticLemonsMember, Braver of Worlds, Kickstarter, Alpha One
Will gatherables that dynamically change spawn locations be moved during any time of the day or will their locations be updated at a routine time, ie a daily reset?
Do you also plan to create a special quest line for each race separately? I mean, to have the possibility for each race to have some "race quests only" as well?
More information about secondary archetypes and augments, please. Ranger is being showcased, so what does some of the mage augments specifically do for the ranger? If you choose to go Hawkeye(Ranger/Ranger) what are the advantages for that? Headshot does 325% vs 175% damage for example? or do the skills change slightly? Camouflage works at mid and cant be detected with magic...
Similar to our past streams, we'd love to gather some questions from you to answer live! Please submit your question for our development team in the thread below, and we'll select 10 of them at random to answer during the end of our livestream. In order to accommodate a variety of questions from our community, please only post ONE question below - the more direct, and succinct the better (think one to two sentences)! Submissions end Friday, December 15, 2023 at 11am Pacific, so we can select your questions before the broadcast.
Will the monster coin system/siege system be available during Alpha 2? I was super intrigued by the concept and was wondering if it has gotten some love, and if not, take as much time as necessary. I know this game will be the best thing this decade!
In the Artisan Preview in the November livestream, another skill/passive tree was shown off in that of the woodcutting skill tree. This question might be answered elsewhere but,
I was wondering what your plans are for the wider re-spec'ing landscape of Ashes. Will it be easy, impossible, or will there be a cost involved. Will the cost be trivial or something to work for?
Personally I love the way that Path of Exile does it, where you re-spec one point at a time, and each point has a cost associated to it; meaning slight adjustments are cheaper and huge changes are more expensive. I like the idea of being specialized and more or less locked into a specific avenue, but I also understand if people don't want to have 8 different characters to try all 15 Artisan Specializations at Grandmaster level for example.
If we are able to tame certain monsters in the wild for animal husbandry, will we be able to release monster/animals back into the wild?
If so, what would the repercussions be?
Comments
If a player collects a 1 per server item but stops paying the subscription will they get to keep that item till they return and start a new subscription? How will you stop people from permanently hoarding one per server items? Is this thought benign?
For example: Tanks and Healers are classes that a lot of people would want to play, but they don't because of the learning curve and team pressure.
So that trolls can't just create 10 different characters and cycle through them in order to avoid the corruption?
This link may help you: https://ashesofcreation.wiki/The_fall
"The game is intended to be feature-complete before Beta-1.[2]"
https://ashesofcreation.wiki/Betas
Kash from LoreForged
Kash | Content Creator/Podcaster | Twitter X @KashQuests | Twitch.tv/LoreForgedHQ | LoreForged.com
will bard buffs be as important as buffs were in lineage 2?
C'mon, we know he started prepping weeks ago.
The stranger's eyes lifted to the blood red cloud on the horizon.
'We have to move. It's not safe here.'
I was wondering what your plans are for the wider re-spec'ing landscape of Ashes. Will it be easy, impossible, or will there be a cost involved. Will the cost be trivial or something to work for?
Personally I love the way that Path of Exile does it, where you re-spec one point at a time, and each point has a cost associated to it; meaning slight adjustments are cheaper and huge changes are more expensive. I like the idea of being specialized and more or less locked into a specific avenue, but I also understand if people don't want to have 8 different characters to try all 15 Artisan Specializations at Grandmaster level for example.
If so, what would the repercussions be?