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The Core Values of AoC: Don’t Stray from the Dream

ImanekImanek Member, Alpha Two
Hello everyone,

I’d like to open another post to lay things out, share some feedback with our dear CMs, and maybe reach the dev team on a few points that really bother me in the game. In my opinion, there’s sometimes a lack of conviction to truly make Ashes of Creation the unique MMO it was meant to be. That was, I believe, one of Steven’s original dreams — and he managed to convince me during the streams. But at times, some decisions feel hesitant, almost afraid of upsetting the community.

This project means a lot to me. I deeply believe in the promise of an MMO unlike any other. But as of today, after three phases of Alpha, I feel we’re drifting toward a game too similar to the rest.

If in your next brainstorming I can help, here are a few points I’d like to highlight. I also think the AoC forum community, calmer and more thoughtful than Discord, could also provide valuable input.

Nodes

Currently, Nodes are designed with 5 levels. But levels 1 and 2 feel almost pointless: a few NPCs, maybe a crafting station or two, and that’s it.
  1. Why not give these early stages more purpose?
  2. Remove crafting stations from starter zones, and make them available only once a Node reaches Level 1.
  3. Keep just a trade station in starter zones (for packs and construction).
  4. Bring Nodes 1 and 2 to life by giving them a meaningful role in regional development.

And above all: stay true to the original promise. Make mobs, the ecosystem, and opportunities truly connected to the Nodes. Let alliances that choose a region have every reason to invest in it and develop it.

Right now, the path feels generic: start in Riverlands, then Desert, then Tropics, then Jundark… Okay, but what makes this different from any other MMO? Why should I care about leveling up a Node if I can just follow a leveling route? At the moment, I level, mind my own business, and the Node progresses passively until elections happen later. This strays from the original essence of Ashes.

Crafting

Crafting is another big topic. Steven has always said he wanted a unique MMO — and I fully support that. But right now, it feels very standard: kill mobs, get loot, gear up, and maybe think about crafting later. Is that really what you want? Because it’s not original it’s exactly what most other studios already do.

Here are some ideas:
  1. Introduce Novice crafting stations at Node level 1, then allow Apprentice/Adept progression at level 2, and continue upward. This would let crafters keep up with progression and actually produce gear.
  2. Reduce the cost of Novice crafting. Merchant-bought components are too expensive at the start. Save those costs for later when the economy matures. Don’t lock artisans out from the very beginning.
  3. Slightly reduce XP gains if you’re worried about progression speed — but don’t create frustration during the discovery phase.

If you manage to connect crafting progression, Node evolution, and all the upcoming systems, then yes, you’ll have something truly unique.

Right now, the pattern is clear: in Phase 1, 2, and 2.5, the players who consumed all content in a few days were the first ones to leave. The game keeps being adjusted for these “rushers” who chase gear with minimal effort, consume everything, and then move on to another MMO.

Conclusion

I sincerely hope you’ll take the time to come back to your values and your original ideas. Listen to the players who have supported you for years not for a theme park MMO, but for the unique vision Ashes represents.

Trying to please everyone often ends up pleasing no one. Many MMOs that tried this approach failed quickly.

So yes, this is a long post but I believe now more than ever is the time to return to the fundamentals. Time is moving forward, imbalances are growing, and with each phase we’re drifting further from the core idea — still the best foundation for a dynamic, original MMO.

If I wanted a theme park MMO, there are dozens already out there.
But I support Ashes because I want it to stay true to its dream.

Thank you for reading.
Imanech
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Comments

  • CawwCaww Member, Alpha Two
    Without a practical flexibility on gameplay AoC will not achieve a widespread success, assuming that is one of their goals, otherwise it becomes a niche product and doesn't advance the genre with a lasting impact.
  • ImanekImanek Member, Alpha Two
    Isn’t an MMO already a niche genre by default, especially as time goes on?

    Which MMOs are still doing well today:
    • WoW: with a bigger population on Classic, thanks to nostalgia and battlegrounds.
    • Aion Classic: in Korea.
    • ESO: for its lore and niche community.
    • GW2: with its original class system and WvW.
    • Albion: originality in PvP, full gank and easy access.

    And on the other hand, which MMOs offer nothing and flop:
    • TnL: flashy launch then collapse, because nothing special and trying to please everyone.
    • New World: nothing truly original, oversimplified gameplay, averaging about 7k players.
    • and more ....

    The list is long, but most of them lacked originality. Developers went for accessible games to please everyone… and it failed. These are just facts.

    So yes, I wonder if it’s really wise to start with great ideas, only to sacrifice them before even testing, like so many other companies that crashed before. We live in a world of extreme consumption, and maybe a game where you take the time to play, to live, to interact with others, where you actually need to develop professions and crafting, would appeal more than yet another MMO with the same classic XP grind, easy gear, and a world that ends up bland, meaningless, and repetitive.

    We’re still far from that dark scenario, but yes, I really hope Ashes of Creation will take another path. :)
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  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited September 2
    I prefer New World over Ashes.
    I've mostly been playing other games this year, though. But, not because New World is not fun to play.
    New World adds enough new content every Season that the gameplay does not feel bland, meaningless or repetitive to me.
    Months or years of Endgame Dungeons and Raids do feel bland, meaningless and repetitive. But, WoW solved that a few years ago.

    With so many Daybreak Devs working for Intrepid, I originally thought that Ashes could be close to the appeal of EQ/EQ2 or WoW. Maybe ESO or FFXIV. If it released Before 2020.
    After the reveal of The Open Seas in 2022, I realized the target audience is really Lineage II gamers with maybe some ArcheAge crossover. And, now that release is likely to be after 2026, I think it's only going to be a fairly small sub-set because Intrepid will fall short of some of their Kickstarter goals and a lot of people who would have given Ashes a try Before 2020 will be playing other games by the time Ashes releases.

    Hopefully, there will still be enough Lineage II and ArcheAge fans to make Ashes a success that will still be hanging in there 10+ years after release.
  • CawwCaww Member, Alpha Two
    Imanek wrote: »
    Isn’t an MMO already a niche genre by default, especially as time goes on?

    Yes, when compared to popular FPS titles and XBox/Console games (even phone games), the MMO field can really feel like a niche area right from the start. I'm really hoping AoC can broaden the appeal and show other developers it can be worth their time and expense to compete in this area.
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