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nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
edited August 16 in General Discussion
I love all thats planed for Ashes. Being a UE5 game, there is a window to launch that makes Ashes current and relevant. UE6 is already in development. All game systems need to work together and be fun to make this game a hit. IMO some system maybe best developed after launch, like ship combat. I also dont think we need all 64 Sub classes to launch. Give each class 4 options to start and add new sub classes after launch.

If Ashes needed push some parts of the game after launch, what things would you pick to have later?

Comments

  • PenguinPaladinPenguinPaladin Member, Alpha One, Alpha Two, Early Alpha Two
    The game economy requires sea travel, and so navel combat is a must on release. And designing the secondary classes is mostly just finishing the augment system which ties into religions and other aspects of the game. Both are needed for launch.


    Unless they launch with a lvl cap of 25 and introduce all secondary classes later.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    There is literally nothing I can think of within Ashes that is both 'worth cutting to save time' and also 'not vital to the experience and form of the world'.

    This is based on my limited understanding of the structure of their development teams, ofc.

    Ashes has taken the path of using the Alpha stage for this type of 'bit at a time' development, because there's no expectation of permanence or true progression in an Alpha.

    But at launch, with the design we've been told, everything has to be there except maybe the 'stock market', and I wouldn't expect that to be something that would be 'taking resources away' from other development.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • PenguinPaladinPenguinPaladin Member, Alpha One, Alpha Two, Early Alpha Two
    The only "cutting down of development time" i can see is

    shrinking the world map and expanding it later

    Shrinking lvl cap to lvl 25, no secondary classes

    And locking nodes max level to match lvl 25 characters, probably like teir 3 or 4.



    But who wants ashes to be capped like that anyway? And rebalancing skills post augment integration woukd be such a pain vs doing it pre launch.
  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    edited August 16
    The game economy requires sea travel, and so navel combat is a must on release. And designing the secondary classes is mostly just finishing the augment system which ties into religions and other aspects of the game. Both are needed for launch.


    Unless they launch with a lvl cap of 25 and introduce all secondary classes later.

    If this was the case, navel combat would not have been a stretch goal for the kick starter. =-) The question is not if my ideas for things to add later after launch is a good idea but. Its...




    If Ashes needed push some parts of the game after launch, what things would you pick to have later?





  • PenguinPaladinPenguinPaladin Member, Alpha One, Alpha Two, Early Alpha Two
    Id rather see the release of a full game, not needing of major changes upon release. Unless bankruptcy is upon us, for the love of god finish the product before selling it.

  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    nanfoodle wrote: »
    I love all thats planed for Ashes. Being a UE5 game, there is a window to launch that makes Ashes current and relevant.

    Historically speaking, MMORPG's aren't current, and don't suffer for the fact.

    This is largely because their development cycle is usually two or three times the length of a similarly ambitious non MMORPG game, and so obviously technology moves forward. Then you add in the fact that MMORPG's are "current" games that people play for many years (ideally), as opposed to many days, weeks or months, and the notion of being concerned that an MMO may not be current starts to make very little sense.
  • NerrorNerror Member, Alpha One, Alpha Two, Early Alpha Two
    edited August 17
    Unreal Engine 6 isn't coming out within a couple of years. It might easily be another 4-5 years. That's definitely not something to worry about at the moment. Like Azherae mentioned, I don't think there is anything major Intrepid can cut that doesn't hurt more than it helps in the end.
  • arkileoarkileo Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    Azherae wrote: »
    There is literally nothing I can think of within Ashes that is both 'worth cutting to save time' and also 'not vital to the experience and form of the world'.

    This is based on my limited understanding of the structure of their development teams, ofc.

    Ashes has taken the path of using the Alpha stage for this type of 'bit at a time' development, because there's no expectation of permanence or true progression in an Alpha.

    But at launch, with the design we've been told, everything has to be there except maybe the 'stock market', and I wouldn't expect that to be something that would be 'taking resources away' from other development.

    I think monster coins could be cut, if not for the fact that there's real money tied up in them. They seem like an odd fit for Ashes.
  • mcstackersonmcstackerson Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    One thing I've seen kill MMOs in the past is a lack of content so I think it's smarter for them to wait and launch with more then trying to cut things and launch sooner. They could maybe push some aesthetic things like racial building appearances to post launch but I don't think they should skimp on anything related to characters or gameplay.
  • Having a partial class list would not really make sense. You have the archetypes, then you add aspects of another archetype. Capping the level system to before you create a class is logical, but would neuter the game. Imagine playing an MMO that added such a huge mechanic a year or two later. It would be a fundamental shift.
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