Multiple playstyles should be relevant and viable. Additionally, you have a spread between casual players and hard-core players; and most of us exist somewhere on that spectrum. The progression path in a society or religion is more conducive to the time we have to play. Whereas, someone else may be playing several hours a day, and they have a better opportunity for the raid/level progression that might require some more dedication. So we want to have these different progression paths available to accommodate the different times in our lives that we have to play the game. And all of those types of progressions will make us relevant in some way shape or form to the general world. – Steven Sharif
- 1 Leveling
- 2 Class progression
- 3 Weapon progression
- 4 Pet progression
- 5 Artisan progression
- 6 Religion progression
- 7 Mariner classes (Naval progression)
- 8 Node progression
- 9 Guild progression
- 10 Social organization progression
- 11 Alliance progression
- 12 Freehold progression
- 13 Monster coin progression
- 14 See also
- 15 References
The developers anticipate max level should be attainable in approximately 45 days.
- There will be no "grindy" quests.
- There will not be repetitive quest lines through a single dungeon to obtain gear.
- The aspiration is to have more things to do in the game than a player has time to do.
Mentor program/ level scaling
There will be a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.
- Levels or skills will not be adjusted to allow low level players to participate in dungeons with higher level players.
There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will you he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint. – Steven Sharif
As a player progresses with their primary archetype (primary class), they will have the opportunity to choose a secondary archetype to augment their primary skills with effects from their secondary archetype (secondary class). The combination of primary and secondary archetypes is referred to as a Class.
If a Fighter were to choose Mage as a secondary archetype, the fighter would become a Spellsword. This combination opens up augments that can be applied to skills in their primary skill tree. Fighters have a Rush skill that allows them to rush towards a target; and upon reaching the target, deal an amount damage with a chance to knock the target down. A Mage's escape augment could be applied to the rush skill, which would now teleport the player to the target; thus eliminating the charge time on the skill.
- It will not be possible to max all skills in a skill tree.
Classes by archetype combination
- Choosing the same primary and secondary archetype increases focus on that archetype.
- Each skill in the primary tree has a minimum of four augment choices from the secondary tree.
- In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.
- Changing the augmentations on your skills will require you to go to a NPC in a Village node or higher.
- Active skills could look totally different after an augment gets applied.
Key for the augment system is that these augments are meant to demonstrate a core identity of the secondary class type you've chosen. So if from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities. – Steven Sharif
The idea behind the system is that you're kind of skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to kind of offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle. – Steven Sharif
- Currently the weapon use ability/combo determines special effects that proc. This system might change to adapt to weapon progression.
- Ancillary effects proc based on enchantment types.
- Gear enhancements (power stones) can be applied to add elemental or energy types of damage.
- A skill tree is used to grant effects: making them better or branching off into different directions.
Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that that impacts the world... We kind of want the the weapon system and add an element of that as well... You can determine special effects that proc from currently the combo system right; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that kind of play rock paper scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction. – Steven Sharif
We are very likely going to have a rune system and then we'll have the ability to sort of enchant weapons outside of that too... That's not always going to be like a vertical progression... Some of it's going to be giving up something to get something else; so maybe I do less physical damage but more magical damage, that kind of thing. – Jeffrey Bard
- There isn't RNG in crafting but there may be a small amount of RNG in enchanting.
- Over-enchanting items may come with a potential risk that the item is destroyed.
- Vertical enchantments are a power progression for a crafted item. More damage or mitigations, added effects or bonuses.
- Vertical enchantments include risks.
- Horizontal enchantments are more situational. For example: I'd like my sword to do force damage instead of holy damage because the monsters I tend to fight are incorporeal.
- This doesn't make the item more powerful, but instead more applicable to different situations, and less so to others.
- This type of enchanting assumes no risk, just time and effort.
Artisan classes do not allow a character to become a master of all. Players must choose a path in the artisan skill tree for each character. Branching into specific paths allows the player an opportunity to specialize in certain areas. This encourages player inter-dependency, enhancing the artisan experience.
- Choice of profession does not affect a player's stats.
- Characters within a single account (Alts) may have different professions.
- Tools will have durability and tool lifespans.
- Tools may become non-repairable, requiring re crafting.
Tools do advance within the artisan tree, so your ability to either gather, process or craft will require the equivalent tools necessary at that stage of crafting in order to accomplish the task at hand. So, you could not mine copper and mithril with the same tool. – Steven Sharif
There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.
It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, you know they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon. – Steven Sharif
The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed. – Steven Sharif
Legendary items are not intended to be temporary.
The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary. – Steven Sharif
- Players may follow only one religion at a time.
- Religions will have a ranking system.
- Changing religion will cause loss of progress in a player's previous religion.
It depends on their dedication to the religion itself; their performance when it comes to certain religion's religious objectives; their contribution to the development of that religion within the world. There's a lot of different markers that we use at each stage to determine how they progress within the religion. – Steven Sharif
Mariner classes (also referred to as boatsmanship classes, boatsman skills or seamanship) contain different skill trees arranged in a similar manner to Artisan classes. As a player gains experience in these different skills they become more adept at using them.
- Boat repair
- Ship components
- Defensive skills
- Utility based skills
You can spec into and kind of create your own class based on what things you're doing on the boat... It's gonna be very similar to in structure to like the artisanship trees, so you'll you'll have your mariner class: You'll have different trees in that class. – Jeffrey Bard
Citizen and non-citizen player activity (questing, gathering, raiding, etc.) within a node's ZOI counts toward that particular node’s advancement (progression). There are six stages of node advancement.
- Expedition (Few hours)
- Encampment (Many hours)
- Village (Few days)
- Town (Many days)
- City (Few weeks)
- Metropolis (Many weeks)
The advancement of a node unlocks its unique content, which comes at the cost of locking out an increasing ring of neighboring nodes from progressing to the next stage.
- Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.
- The more advanced the node is, the larger its ZOI becomes.
- Less advanced nodes (referred to as vassal nodes) that fall within a more advanced node's ZOI can still gain XP, but must remain at a lower advancement stage than the dominant node.
- A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.
- Players are moved to safety if they intersect with newly spawned assets during node advancement.
- Citizens of one node can contribute to the advancement of other nodes.
- The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.
Different people have different resources invested in nodes progressing and it would be a little "gamey" if you could know exactly what was necessary at that point because that would disincentivize people from participating. – Steven Sharif
- Location of the node.
- Node type.
- Race that contributed most to the node's advancement.
- The rest is determined by the node's mayor.
Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor. – Jeffrey Bard
All nodes whether they're associated with a castle or associated with normal node structure has cultural influences that replicate over to the buildings that are produced and the NPCs that are present. – Steven Sharif
There is an attrition and that attrition on experience and influence is heightened based on the performance of the race in the world. So if all these nodes are Orc nodes then their attrition rate is very high to compete with the cultural establishment of new nodes because they have more influence in the world and a popular opinion is against them in their outlying regions that they do not have influence in. – Steven Sharif
Zones and progression
We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.
- Passive abilities increase certain stats relating to a guild member's ability to perform in combat or in other aspects of the guild, such as the economy.
- augments may apply at the upper tiers of guild progression.
- The higher the guild's member cap, the fewer available skill options will be available to that guild.
- Guild alliances may be a key part in creating a larger "guild".
As you're leveling up the guild and you're getting these points to either allocate towards expanding the guilds member count or allocate towards adding certain passive abilities that your guild members can gain by being guild members. You're also going to see as you're leveling up the guild through different type of quest-based, participation-based, node-based, organization-based systems and ways that those quests hook into the world. You're also going to see perhaps some augment abilities at the upper tiers of the guild levels become unlocked for certain members that have a classification of officer or knight, will have access to those different types of augment abilities that might get unlocked should you go down the non expansive member lane; and the idea there is to offer these benefits to smaller groups. – Steven Sharif
It's not always going to be combat. You could have an economic focus guild. You could have a trade oriented guild; and there's all sorts of things that you can kind of put together and kind of give your guild its own identity. – Jeffrey Bard
Social organization progression
- - For example, a Thieves' guild may have objectives and quests toward securing a particular item to enable players to advance within the organization.
Social organizations are going to have questlines that players participate in which some will include sabotage, espionage, intrigue... While it's not necessarily player versus player in the combat sense, it is player versus player in pitting communities in those organizations kind of against each other in a competitive atmosphere, where only some things can be accomplished by certain communities; and not everybody can succeed at a particular task. So, I think that that's a unique way to involve meaningful conflict that doesn't necessarily have to relate to PvP, because obviously we have a lot of PvP systems in the game and and there are many ways for players to participate in player versus player combat; but we also want to make sure that from a progression standpoint, from a system standpoint there are going to be abilities of individuals to follow these questlines, these tasks that will pit organizations against each other, specifically from an organizational standpoint. – Steven Sharif
- Social organizations unlock augments.
You're gonna see arguments being used a lot throughout a lot of our systems. When we're talking about the guild system, when we're talking about social organizations, when we're talking about religions. A lot of those things are going to affect how and what you have available to augment your skills with. – Jeffrey Bard
- Progression pathways within alliances.
- Guilds sharing common services with alliance members.
- Alliances can toggle relationships with nodes.
Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those you know channels of bonding between the different guilds or players, the more sustainable that relationship. – Steven Sharif
- Freehold progression unlocks new bonuses, abilities and capabilities.
We want there to be progression in many systems and part of the freehold progression is that when you establish these base buildings the longer and more productive you are and exist with that freehold, the more opportunity those buildings will have to both level up: offering new bonuses, new abilities, new capabilities; and just surviving in this world is a feat in and of itself, so it's rewarded by allowing progression with those things. – Steven Sharif
- Animal husbandry.
- Crafting stations can be located on freeholds or within nodes.
- Player-owned Taverns on freehold plots.
Player owned businesses
- Quests that might only be gathered from the player-owned taverns.
- Meals that grant buffs for a period of time after a player leaves.
- Recipes that could potentially be sold to cooking professions, that may only be obtained from a player-owned business in a certain area.
Monster coin progression
In Ashes of Creation a large portion of world events revolve around the environment reacting to the player. This means that as players are exploring the world and developing civilization around them the environment is responding to this encroachment by spawning dynamic events and creatures to attack those developing cities. These events occur in 3 different types: the Legion level the Elite level and the Epic level.
- Livestream, 19 May 2017 (51:52).
- Livestream, 12 May 2017 (42:17).
- Livestream, 8 April 2018 (PM) (28:38).
- Livestream, 24 May 2017 (46:27).
- Livestream, 15 December 2017 (58:48).
- Livestream, 24 May 2017 (19:25).
- Livestream, 15 May 2017 (26:13).
- Interview, 24 August 2018 (4:15).
- Livestream, 27 September 2018 (52:41).
- Video, 5 April 2018 (40:08).
- Interview, 24 August 2018 (8:52).
- Ashes of Creation class list.
- Livestream, 28 July 2017 (19:05).
- Video, 7 February 2017 (0:02s).
- Livestream, 9 February 2018 (41:56).
- Livestream, 16 November 2017 (30:02).
- Livestream, 8 April 2018 (PM) (20:45).
- Interview, 11 May 2018 (53:15).
- Livestream, 16 October 2017 (1:00:44).
- Interview, 8 August 2018 (22:27).
- Livestream, 4 May 2018 (45:37).
- Livestream, 4 June 2018 (1:11:19).
- Livestream, 4 June 2018 (21:37).
- Livestream, 17 May 2017 (58:55).
- Livestream, 5 May 2017 (20:41).
- Livestream, 24 May 2017 (32:07).
- Livestream, 5 May 2017 (6:12).
- Livestream, 18 July 2017 (37:25).
- Interview, 11 May 2018 (38:25).
- Livestream, 19 May 2017 (44:18).
- Livestream, 15 May 2017 (38:08).
- Livestream, 8 April 2018 (PM) (55:49).
- Livestream, 9 July 2018 (25:34).
- Livestream, 8 April 2018 (PM) (51:49).
- Livestream, 8 May 2017 (44:51).
- Livestream, 1 June 2017 (33:40).
- Livestream, 9 July 2018 (36:05).
- A reactive world - Nodes.
- Livestream, 16 October 2017 (50:20).
- Video, 20 April 2017 (0:02).
- Node series part II – the Metropolis.
- Livestream, 17 November 2017 (55:27).
- Livestream, 26 May 2017 (28:16).
- Livestream, 9 February 2018 (33:50).
- Livestream, 27 September 2018 (53:06).
- Interview, 11 May 2018 (54:34).
- Livestream, 26 May 2017 (21:23).
- Interview, 11 May 2018 (47:27).
- Interview, 11 May 2018 (1:00:19).
- Livestream, 15 May 2017 (30:53).
- Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
- Livestream, 27 September 2018 (55:39).
- Livestream, 19 May 2017 (22:10).
- Livestream, 5 May 2017 (23:26).
- Interview, 8 August 2018 (9:36).
- Livestream, 17 May 2017 (7:27).
- Podcast, 11 May 2018 (18:52).
- Livestream, 1 June 2017 (31:47).
- Podcast, 11 May 2018 (21:07).
- Podcast, 11 May 2018 (48:29).
- Livestream, 1 June 2017 (24:30).
- Livestream, 12 May 2017 (1:00:18).
- Podcast, 23 April 2018 (29:56).
- Livestream, 3 May 2017 (31:46).
- Livestream, 3 May 2017 (36:25).