Ashes of Creation still has huge potential to become the kind of long-term MMO many of us have been waiting for — mainly because of the node system, player-driven economy, caravans, and the idea that the world meaningfully reacts to what players do.
That said, there’s one area where the current approach feels like a missed opportunity: races and what they actually do for the game.
1) “Variants” within races vs. stronger race diversity
Right now, a lot of the roster feels like multiple “variants” within the same broad race group rather than a wider set of truly distinct peoples. Lore-wise, I understand it. But from a gameplay perspective it creates this impression:
- either race choice is mostly cosmetic / roleplay,
- or any meaningful differentiation is intentionally avoided to prevent min-max pressure.
If that’s the goal, I respect it — but then I think the game still needs a clearer system-level reason for races to exist beyond visuals.
2) What is the point of races if they have no readable function?
AoC is building a world where systems have weight: economy, politics, territory control, logistics, trade routes, social structures, and long-term decisions. In that context, races currently feel detached from the rest of the design.
To be clear: I’m not asking for combat power tied to race. I don’t want a “best race” meta, rerolls after balance patches, or anything that turns character creation into a spreadsheet decision.
What I’m asking for is for race/culture to have a clear, consistent role in the living world, in a way that:
- supports cooperation and trade,
- strengthens node identity,
- and is primarily earned through choices and participation, not just character creation.
3) Starting zones are fine — if races actually matter in the world
I understand why AoC wants to distribute players and avoid overcrowding, and how nodes benefit from a healthier spread. Starting areas themselves aren’t a problem.
They become a problem only when race doesn’t carry meaning — because then starting zones are just themed separation without a real point.
If race/culture had a readable place in the world (through narrative, social ties, and long-term systems), a race-themed start would simply feel like a first chapter — not a permanent segmentation.
A solution that fits AoC’s philosophy: identity stays racial, mechanics stay earned
Instead of hard “racial perks,” I think AoC can lean into what it already does well: choices, reputation, citizenship, node progression, institutions, factions, and quest chains.
4) Culture-driven content instead of racial stat kits
Race can remain primarily identity (visuals, lore, animation flavor, thematic belonging), while culture becomes an ecosystem of:
- thematic quest lines,
- reputation tracks,
- social connections (NPCs, factions, institutions),
- and long-term engagement loops.
The key is that this is not “you picked a race, you permanently have X.”
It’s “you live in the world, invest in a community, build reputation, and earn cultural access.”
That avoids min-max meta pressure while still giving races a real reason to exist as part of the world’s structure.
5) Tie it directly into nodes: cultural institutions that shape node identity
The node system is the perfect lever to make race/culture feel meaningful without raw stat bonuses.
As nodes grow, they could naturally develop cultural institutions (guild halls, schools, artisan circles, academies, social organizations, traditions) that reflect who actually lives there and what the community chooses to support.
This would create:
- stronger node identity (“this place is known for X”),
- deeper social and economic texture,
- and a reason for different communities to interact and trade.
Most importantly, these institutions should primarily unlock content (access, progression pathways, recipes/services/utility/knowledge systems, social networks), not flat combat power.
6) Keep it open across races — but make it a real commitment
To prevent hard race-locking while keeping identity meaningful, cultural access should be achievable by anyone, but through real investment:
- citizenship decisions,
- reputation building,
- time and community participation,
- potentially relocation or long-term alignment.
That matches AoC’s emphasis on long-term decisions and player-driven world building, and it also encourages mixing players across races rather than separating them.
Why this matters
If races remain purely cosmetic, it’s “safe” for balance, but AoC loses a layer of world depth:
- weaker cultural texture,
- fewer organic reasons for specialization and cooperation,
- less differentiation between nodes beyond geography and politics.
If race/culture instead functions as a content and identity layer (earned through existing systems like reputation/citizenship/nodes), it:
- avoids “best race” metas,
- strengthens the economy and caravan gameplay,
- reinforces node identity and community building,
- and makes the world feel more like a living civilization rather than a themed character select screen.
Closing
I’m not asking for racial stat bonuses or anything that creates a forced meta.
I’m asking for race/culture to have a clear role in the world, ideally through systems AoC is already building: reputation, citizenship, node progression, institutions, quest chains, economy, and social ties.