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Next Livestream + Q&A Submission - Thursday, November 30, 2023 at 11am Pacific

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    Are there going to be account-wide shared recipes? In case I find/learn a recipe (i.e. Crafting recipe for a certain weapon), would I be able to have it in an Alt of mine?
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    What are you doing to keep crafting relevant once everyone acquired the crafted gear, often in games take new world for example once everyone on the server has a set of max level tools harvesting tool there no longer a reason to craft these items anymore because everyone got them and there never a reason to replace them due to 0 gear decay.
    What im saying is there a reason to keep armorsmith relevant as people gear up will there be a loop that creates constant demand for crafted items specificly non consumable such as weapons and armor
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    For the monthly livestream updates, what are the specs for the computers being used?
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    HOMEHOME Member
    edited November 2023
    Still nothing on rouge ? any word on rouge showcase
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    This is related to the first spawn of a character.
    How spaced or clumped will the first initial spawn of player characters be, and if it is spaced is it based off of Race or will we have a "choose starting location " before launching the first character.
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    Some crafting systems heavily rely on luck or chance when creating items. This can frustrate players who invest time and resources only to have an uncertain outcome. Will Ashes have RNG in the artisan system?
    If yes, is there a solution to help artisans with bad luck?
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    How will Artisan mats and recipes be dispersed across the world? ie. Is the intent that an Artisan will be able to find sufficient mats and recipes locally to achieve master status or is it the intent that this will necessitate world-wide exploration and trade beyond certain levels?
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    NerrorNerror Member, Alpha One, Adventurer
    edited November 2023
    Will a character be able to loot their own corpse and retrieve their dropped glint as normal glint again, or is it forever stolen glint the second the character dies? And subsequently, if glint doesn't change to stolen glint until it's looted by a non-owner, will it revert to normal glint if it's given back to the original owner?
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    What are all of the base attributes in Ashes of Creation i.e. Dex, Charisma, Constitution, Etc... and will there be ways to influence them besides armor?
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    What sort of penalties will characters with active combat pets have?
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    Will players have the ability to innovate within the crafting system, creating unique items or designs?
    If so, how much customization can players expect when it comes to crafting their own gear or items?
    - The Kat -
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    Will any class and race be able to use the school of magic of transformation?
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    HinotoriHinotori Member, Leader of Men, Kickstarter, Alpha One
    CyberAesir wrote: »
    This is related to the first spawn of a character.
    How spaced or clumped will the first initial spawn of player characters be, and if it is spaced is it based off of Race or will we have a "choose starting location " before launching the first character.

    Various races have different starting areas but no one is locked to that area, people are free to choose which races area they'd like to start in.

    https://ashesofcreation.wiki/Starting_areas
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    VyrilVyril Member
    edited November 2023
    Veeshan wrote: »
    What are you doing to keep crafting relevant once everyone acquired the crafted gear, often in games take new world for example once everyone on the server has a set of max level tools harvesting tool there no longer a reason to craft these items anymore because everyone got them and there never a reason to replace them due to 0 gear decay.
    What im saying is there a reason to keep armorsmith relevant as people gear up will there be a loop that creates constant demand for crafted items specificly non consumable such as weapons and armor

    https://ashesofcreation.wiki/Enchantments

    Over-enchanting items comes with a potential risk that the item decays or is destroyed if a safety margin is exceeded. This system is subject to testing.[5][6][7]

    It's a progressive tier of risk. At lower levels you have opportunities to potentially lose out on the pluses instead of breaking the equipment. But when you reach a certain threshold, there is an opportunity to essentially destroy the equipment, where you get resources back. But that's a risk that the player takes.[5] – Steven Sharif

    Lower levels of over-enchanting carries the risk of losing bonuses on the item. Over-enchanting beyond a certain threshold carries the risk of destroying the item and gaining resources back.[5][6][7]
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    New Player Experience: Is there a plan to have a tutorial or quest detailing corruption, the flagging system, etc. as players enter Verra?
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    Without minor things (UI, name tags, few animations, combat-moves, some polish) the game looks very good.
    IMO too good, it is hard to believe that all the crazy content we all saw in the past years will ever be in the game.
    For me personal it feels like NoManSky-release and I don´t believe that all the other engineers in the world are unqualified and got no ideas for new games.
    A “little” studio makes it better then AAA-studios with more men-power, money and reputation.

    My Question:
    If Steven would hear the first time of AoC (with his technical background and mmorpg experience) would he/you believe it is technically possible to have a massive multiplayer universe with all the promised made/shown in the past?
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    akabearakabear Member, Braver of Worlds, Kickstarter, Alpha One
    edited November 2023
    Will there be certain resources that are only available in selected regions that are required for crafting thereby creating necessity for cross-node commerce ?
    If so, can you expand on how that might work, especially if there are supply lines cut or nodes in flux.
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    Not a question, but I'm hoping that Steven will:

    1) reaffirm the statements that he made in the June 2022 livestream, particularly the final sentence:

    "Crafted gear in the game is the best gear... One thing that I'm not a fan of is that you develop a crafting system in a game and you've spent a lot of time making this from a material and resource perspective. All the tables that you can receive, all the connectivity in the economy and how crafting is associated with the game; and then you undermine the crafting entirely by presenting a separate route of gear acquisition that is on-par with the crafting efforts. So here you have these people who are acquiring all of the resources getting, all the recipes, leveling up their professions and then everything they make is less or equal to anything you could just have chosen the easier path of and gone down the questing and received the best gear. So what we do focus on is that crafters make the best sh*t.";

    and:

    2) and confirm that there will be a royalty system where players can license recipes to other players for a certain amount of time and collect royalties as alluded to back in 2017.
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    NeurotoxinNeurotoxin Member, Alpha One
    What percentage of an item's specificity (like a weapon that hits corrupted targets harder) will be defined by the blueprint, by the materials, by the station and region where it is crafted, by character skill, and by the player's own selective inputs?
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    With the fact that secondary archetypes will not be unlockable until around level 25, is the reveal & implementation of these systems likely to be later in alpha 2 (after summoner class is finalised)?
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    RefletReflet Member, Braver of Worlds, Alpha One
    About the crafting process, could crafters have a mini game to complete in order to get an item with a higher value than the regular one we find in ordonary shops (like in Saga Vanguard of heroes or EQ2)?
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    Presumably Ashes maintenance will be off-peak hours, but do you have a plan in mind for sharing the downtime across different timezones, or will it be a standard timeslot? In a game I'm playing at the moment, their maintenance is always at exactly the same time of day, meaning those same players bear the brunt of all the downtime.
    This link may help you: https://ashesofcreation.wiki/
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    ghostxxghostxx Member, Braver of Worlds, Kickstarter, Alpha One
    Server merges in a game like this seems to ruin the experience for those who are impacted because those players are being thrown into a world that they did not help develop. Can you go into any more detail on how Ashes of Creation plans to load balance servers? According to the Wiki, "The developers intend to carefully manage server populations via the use of character creation throttles to avoid the need to merge servers."

    Does this mean that some servers will not be available for newly created characters once a certain population has been reached? Or will the game incentivize new players to join lower population servers?

    If a server's population falls below a threshold, will the world begin to revert the progress that players made?

    And finally, if a server's population isn't very large, will there be content that they might be locked out of or is there some sort of catch up mechanic to make sure that each server progresses in some capacity?
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    Are there any recipes that would require certain structures that are found around the world (like needing a windmill to create flour in order to create bread)?
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    VaknarVaknar Moderator, Member, Staff
    Hello again, glorious Ashes of Creation community! Thank you to everyone who stopped by and shared a question with us for this month’s stream. Q&A submissions are now closed, and we’ll see you at 11AM Pacific on Thursday for our livestream!

    twitch.tv/ashesofcreation
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    ZombieA7XZombieA7X Member
    edited November 2023
    will there be pandas? : D
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    @ZombieA7X I hope not
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    What percentage of players do you expect will engage in artisan gameplay, and how does that impact the development process and ressources?
    By extension: Will high end players all need to split their time between PvX and artisan leveling to be effective, or will they be able to rely on those who pursue an artisan gameplay semi-exclusively?
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    How will region locked resources be taken into account by the glint system? For example if snow bane only grows naturally in a single region but is needed on the other side of the map, how does the glint system play into that?
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    will everybody that has alpha 2 get to do spot testing or is it only a limited number randomly selected
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