Questions About Freedom of Progression, Nodes, Gathering, and Playing Solo
Hey everyone, how’s it going?
I’ve been following Ashes of Creation for a while now with a lot of interest, but I haven’t played it yet. With the expectation of jumping in on May 1st, I wanted to bring some questions here and hear from more experienced players. I’ve watched a bunch of videos and read several tutorials, but I still feel a bit in the dark about something that’s very important to me: how free the game really is.
I’m the kind of player who likes to do things at my own pace — explore, grind, level up slowly, focus on gathering and crafting — without being forced into a fixed quest line or predefined goals. I’m not a big fan of the “hand-holding” style some MMOs have. What I’m hoping for is that Ashes allows for a more open and flexible experience, where I can progress organically, even if it’s a bit slower or more unconventional.
I understand that the Node system is one of the game’s core mechanics, and I find it very interesting. But I still wonder whether I’ll be required to become a citizen of a node just to not miss out on important content. I like the idea of being free to move around, explore the map, and interact with different nodes without being tied down to a specific location. I’d like to know if that’s actually viable in practice or if it ends up limiting access to certain regions, dungeons, or events.
Another thing that caught my attention is the gathering and crafting system. I’m more interested in specializing in just one path, like herbalism, and maybe something like alchemy or potion-making. My concern is that the game might push players to diversify their professions in order to progress, instead of allowing them to focus deeply on one. I like the idea of picking a specific path and slowly growing in it, rather than constantly switching professions just to unlock stuff.
One of my main concerns is whether, by choosing this more solitary and free style of play — no guild, no fixed party, focused on grind, gathering, and exploration — I’ll eventually hit a wall. I don’t want to find out later that, because I didn’t participate in wars or events from a certain node, I’ll be permanently locked out of some dungeons or systems in the game. I understand that choices come with consequences, and I think that’s healthy in an MMORPG, but I’d love to understand the actual limits of that design.
All in all, my goal is to really immerse myself in this world slowly, enjoying every detail, every landscape, and every system. But I also want the peace of mind of knowing I won’t be forced down a rigid path just to “keep up.” If anyone who’s played previous tests or closely follows the game’s development can share how Intrepid is handling this design philosophy, I’d really appreciate it.
Thanks a lot for your time. Hopefully, I’ll see you all in Verra soon! 😄