I missed the live stream :'(
But it's up on youtube now! Lots of topics breached, here's a breakdown:
https://www.youtube.com/watch?v=RS3e0vuj5lA
Back-end development (from ~2:50)
- Steven is looking forward to testing live-data collection systems, and hotfix deployment
- Live Ops team will be brought in later when the devs are happy with stability
- Pacing testing to make sure team doesn't burn out
- 'quick code' methods from 2 years ago have been revisited - no longer a concern
- The plan has 3 levers that can be pulled: feature sets, resources, timeline - if things go off plan, one of these gets adjusted.
Content Creators and public attention(from ~9:00)
- Influx of attention - welcome but out of the control of Intrepid Studios - no need to change schedule
- Content Creators are independent - transparent connections are helpful
PvP looting (from ~11:20)
- Durability loss in Ashes is not just a gold sink, but also a material sink
- Semi-loot of other players reinforces the supply-demand machine (even for PvE deaths)
- You cannot directly steal from other players' inventories, but there will be quests that have you target certain players for quest objectives.
Expansions (from ~20:10)
- will include standard content: new zones, mobs, quests, gear etc.
- Unique to Ashes: updates to the Node system (New buildings, new services, emergent gameplay etc.)
- Aiming for content that: makes sense, driven by the Node system, utilizing current technology
- 2 types of expansions:
- monthly/quarterly: smaller updates for those following along
- biannual/annual: major content (level caps increased, zones/bosses/gear/content/etc.)
how big/often will be driven by the subscriber base and response to content releases. Particularly aiming at player driven content.
general Node System (from ~25:30)
- Node System will encourage veteran players to return to old nodes so new players don't feel out of the loop
- Players who take a break can expect a different experience when they return, or try to create change
- Destroying a node will cripple NPC services there, this has implications for wider economy (e.g. supply chain interruption)
- Racial influx could trigger a similar change in Nodes.
- Racial influence of a Node will affect certain benefits - unspecified
Crafting (from ~35:40)
- Crafting is not planned for A1, but full testing expected in A2
- Progression in Artisanship is via both Experience and Accomplishment (benchmarks)
- Recipes are "consumed" to add to your recipe book. Before then, they are tradeable.
- Crafting will not be mix-and-match the way animal husbandry lets you breed hybrids.
- There's something to be preserved in the time-based processes of bulk crafting - it's best to uphold these traditions in MMOs
- no crafting minigame mechanics - they become cumbersome quickly
- Likely to see influence from SWG
Animal Husbandry and Crops (from ~40:30)
- Breeding planned to have an RNG element
- Hidden properties (recessive genes?)
- Crops will not have breeding
Combat (from ~49:40)
- Advanced Weapons - QTE no longer related, currently exploring different directions for combat system
- Still expecting to have RNG effects to proc in a fight - this breaks up the monotony of pure-skill combat
- These effects are intended to synergize with the active skills of your class
- These skills are not enchantments, but part of the weapon skill tree
- Underwater content does not have to be limited to underwater combat, on-ship combat is more important - underwater discovery is another option for underwater content.
Role Play (from 55:20)
- Roleplay tools: chat bubbles, emotes, dances, flowers (etc.)
- Roleplay systems: Weddings - related NPC's and quests, other events
- RP stuff often gets put in the backseat - but there is intention to sprinkle it in before launch
Game Design (from ~1:00:00)
- This is a passion project - it's easy to slip into unhealthy perfectionism - need to balance quality with realistic expectations
- Steven really values employees who are passionate to play this game - beyond just their skills and achievements
- Articles are on hold, because ideas are still in flux.
- Steven would prefer to release the next article on nodes when the node systems are much closer to what is actually realized - these are marketing moves.
Any thoughts from the forum?
I'm curious about Steven's gold/material sink comments regarding equipment durability and repairs. Do we repair our items via other player crafters or via NPCs? Coz if I'm paying a crafter to repair my gear - does that gold go straight into his pocket (remains in the economy) or will the crafter need to sink some of that gold in the repair process?