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Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
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Monster info book
Monster info book
I wanted to throw out a system idea that I think could really fit into AoC's focus on exploration, knowledge, and player interaction: a Monster Info Book, inspired by a system in an older MMO that I absolutely loved called Atlantica Online.
What Is It
The Monster Info Book is essentially an in-game bestiary that players fill out by encountering and defeating monsters. But it's not just for lore or flavor—it’s a progression and utility system with real in-game benefits.
Here’s how it could work in AoC:
Four Tiers of Monster Info:
1. Basic Info (Combat Insight)
Shows basic stats, monster story description and its skills and gives slight combat bonuses (e.g. +10% damage dealt, -10% damage received against that monster).
2.Location Info (Tracking/Exploration)
Reveals spawn zones or patterns; enables map pins to known spawns.
3. Item Info (Loot Knowledge)
Lists potential drops from the monster and increases drop rate slightly for those who’ve unlocked it (e.g. +5-10%).
4.Origin Info (Lore/EXP Bonus)
Unlocks deeper lore + +10% EXP bonus when fighting that monster. Could tie into story progression or quest lines.
Back in Atlantica Online, you needed to kill a monster dozens—or even hundreds—of times to complete its info, and obtaining that info was purely based on luck, much like getting rare drops. Because of that, some players who had full info on bosses could sell it for hundreds of millions of gold back when I played.
Monetization and Player Trade
Here’s where it gets even more interesting: Monster Info could be tradeable. Imagine a system where:
Players who have full info on rare monsters can sell or trade that info in-game.
This creates a knowledge-based economy, where players who explore can make gold by being the first to get full info on certain monsters.
How It Ties into AoC Systems
Node System: Some monsters may only spawn based on node types or levels—driving exploration and making some monster info even rarer.
Seasons & Events: Monster info could change with seasons—limited-time info = high value.
Why It Matters:
-Encourages exploration
-Adds value to PvE grinding beyond just loot.
-Enables a knowledge economy with tradeable progression.
-Creates long-term goals for collectors and lore hunters.
-Offers potential for merchandising and community-driven lore development.
With the thousands of recipes, monster types, and item types Ashes of Creation will have, I truly believe a system like this would be an immense help to the player base. At the same time, it would also introduce something new for players to trade—whether they’re sharing info within a guild before a boss fight for that slight advantage, or selling it for some extra money.
Could also add a reward for completion, something minor for like every 25% of the monster book or every 100 mobs or something.
What do y'all think?
I wanted to throw out a system idea that I think could really fit into AoC's focus on exploration, knowledge, and player interaction: a Monster Info Book, inspired by a system in an older MMO that I absolutely loved called Atlantica Online.
What Is It
The Monster Info Book is essentially an in-game bestiary that players fill out by encountering and defeating monsters. But it's not just for lore or flavor—it’s a progression and utility system with real in-game benefits.
Here’s how it could work in AoC:
Four Tiers of Monster Info:
1. Basic Info (Combat Insight)
Shows basic stats, monster story description and its skills and gives slight combat bonuses (e.g. +10% damage dealt, -10% damage received against that monster).
2.Location Info (Tracking/Exploration)
Reveals spawn zones or patterns; enables map pins to known spawns.
3. Item Info (Loot Knowledge)
Lists potential drops from the monster and increases drop rate slightly for those who’ve unlocked it (e.g. +5-10%).
4.Origin Info (Lore/EXP Bonus)
Unlocks deeper lore + +10% EXP bonus when fighting that monster. Could tie into story progression or quest lines.
Back in Atlantica Online, you needed to kill a monster dozens—or even hundreds—of times to complete its info, and obtaining that info was purely based on luck, much like getting rare drops. Because of that, some players who had full info on bosses could sell it for hundreds of millions of gold back when I played.
Monetization and Player Trade
Here’s where it gets even more interesting: Monster Info could be tradeable. Imagine a system where:
Players who have full info on rare monsters can sell or trade that info in-game.
This creates a knowledge-based economy, where players who explore can make gold by being the first to get full info on certain monsters.
How It Ties into AoC Systems
Node System: Some monsters may only spawn based on node types or levels—driving exploration and making some monster info even rarer.
Seasons & Events: Monster info could change with seasons—limited-time info = high value.
Why It Matters:
-Encourages exploration
-Adds value to PvE grinding beyond just loot.
-Enables a knowledge economy with tradeable progression.
-Creates long-term goals for collectors and lore hunters.
-Offers potential for merchandising and community-driven lore development.
With the thousands of recipes, monster types, and item types Ashes of Creation will have, I truly believe a system like this would be an immense help to the player base. At the same time, it would also introduce something new for players to trade—whether they’re sharing info within a guild before a boss fight for that slight advantage, or selling it for some extra money.
Could also add a reward for completion, something minor for like every 25% of the monster book or every 100 mobs or something.
What do y'all think?
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