Talk:2019-12-17 Livestream

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[Music] hello everyone welcome to our development update for December I don't know why everyone's not wearing a festive shirt oh I'm sorry Becky this was like oh I should have worn a sweater well ugly sweater day is Friday it's like the national day so you'll see everybody in one we're gonna post a photo but I think Sarah is wearing something too so it'll be like all the hosts are wearing something festive I feel so out of place but as you can see we have this beautiful background backdrop if you got to see we already put out our day starter video which is really awesome we hope you guys like it and you get to see the creation process we've been showing the creation process of a lot of our characters and we'll have our kit one of our characters on today to talk a little bit about you know that process as well so without further ado let's just go over what you can expect today and of course who everybody is if you're kind of new to our live streams or you haven't watched a Shazz a creation last room and if you haven't welcomed we hope that you enjoy today's f-first diversity or welcome so we'll first start off with Steven yes hello I'm Steven director on Ashes of Creation Jeffrey bard I believe designer and I'm Margret Crone I'm your community marketing lead and today we are gonna be going over a studio update with Steven he'll go over all that stuff then we'll have design which Jeff will be covering and talking a little bit about some Siege things and whatnot and then of course we have character art gonna be showing off some really cool things that they've been working on and also talking a bit about their process and then of course engineering engineering has probably the biggest section they have so much stuff that they've been working on and a really cool video video I'm mo related so without further ado I'm just gonna do quick updates and then I'll throw it over to Steven to talk about the studio update so rhymin Rico Cosmetics are up and available for December so check that out they will be available a little longer because of the holiday season speaking of which we have a holiday break so there's gonna be some people who are in and out of the office we will have a some SIA support but probably Christmas Day and Christmas Eve are the two days that we won't have support and New Year's Eve and New Year's Day right I think those are the four days that we will have you want to put in a ticket make sure to do it on Christmas Eve or Christmas Day and then of course we do have a crate objection sire is that Steven is gonna be over here finally finalizing over the Christmas holiday break and we'll be providing to you in a cool little video for that yeah that is for Christmas Day so on Christmas Day we will have a video that's coming out we'll also have a little short social blurr with it but then the full video will be on our YouTube channel and then also on Christmas Eve we'll have a video for you all so we have some stuff planned hopefully it all goes out you know automatically automatically it'll be no problem how to do it too much but I will have to post it in discord so I'll be I'll be around I'll be I'll be watching you guys so first and foremost let's throw it over to Steven to talk to the studio yes so everything is going splendidly we have a test actually coming up on this Thursday Thursday at one o'clock some p.i testers are going to be jumping into siege with our internal QA for the siege build that we have so we're really excited about that we've been doing some internal play testing with the siege client and it's a lot of fun it's very cool actually kind of seeing you know let's eat weapons working in the walls getting destroyed and people capturing the relic it's been interesting we had some interesting bugs too we've had but going into the new year we have a whole new hiring phase that's going to be beginning starting in middle of January I believe that we're going to be posting a lot of new positions at the studios so our social media too so you can help share the love and get people to come you know apply yes spread the word to all through all your social medias say Intrepid's hiring have you heard of Ash's so yeah we're very excited about that bringing on new team members also additionally you know we're looking forward to first quarter of next year there's a lot of fun stuff that we have planned for that quarter we have some announcements that are going to be happening as well next year early early part of that year so look forward to those but yeah everything's going pretty good yeah 2020 is gonna be a good year for us 2020 is going to be a very good a lot of amazing things that we have in the works and of course we're hitting milestones we only not only have the external milestones that you're aware of obviously with sage and the MMO for alpha one but we also have internal milestones oblique little pieces here and there that we're trying to accomplish so it's been exciting yeah yeah so let's move on to our next segment which will be designed talking about all the things that they're doing hi guys so like Steven said we have been doing a lot of work on seed recently trying to get that packed up and squared away you know one of the biggest things that we are working on is sort of the balanced side of things making sure that each phase of the battle kind of has the flow that we're expecting that you know attacking the walls doesn't take too long but also isn't too short that people can't rush the reliquary right away we had a couple of interesting matches where you know the relic warrior was capped in the first five minutes and that was unexpected but also what one of the great things about testing we couldn't capture like that - the last 30 seconds and I captured it was broken it wasn't supposed to work yeah by hitting it really hard I'm sure so I've been a big focus of ours I'm an interesting thing that we've been kind of learning a lot about our vehicles you know all the different siege weapons that we have our considered vehicles and there's a lot of interesting challenges involving those I think engineering is going to talk a little bit about that's more but you know in terms of getting our caravans working and the kind of bigger systems that involve you know ships we'll kind of use a similar system learning as much as we have with the siege weapons has been really useful for us so we've learned a lot of lessons with that going forward I think we'll be able to get our caravans on lockdown real quick here it's not only just thinking about it as a vehicle but also thinking about the environment that the vehicles right so I was watching definitely you guys trying to fit them in spaces like up stairways and all kinds of trying trying to make sure that the physics of the machine fits the environment that we are putting it in right you know one of the first things we did when we found we put the siege weapons in was we had too many trees you know it was pretty difficult to navigate through the map with with his thick of an overgrowth that we had so we had to move her along that stuff out and make sure that there was enough big open spaces for these siege weapons to maneuver then you still want enough trees for coverage right right you want trees cover you want to make sure that there's not just you know a kill field right there in the front you want the attackers you're running explosions are happening around you and it's horrifying it is it's pretty cool it's actually the amount of chaos even with the smaller plate test that we have in studio it's pretty impressive so you know once we start epping up the number of people we have in these tests like with the PA I think it's gonna be a really exciting mode yeah and we're hoping that we'll be able to show some more footage of that later down the line there's some books that we want to be able to resolve before we show that externally you really need to get to a couple more polish passes before we'll be able to do that and not only that but I think you you all have been working on the classes and making sure that those things are balanced too if you don't talk a little bit about that yeah so you know that's a big part of it we want to make sure that each each role has a niche that they fill in this battle and that you know a balanced party is kind of be kind of where people want to you know put their their whole party in so you know when it comes to the tank making sure the tank is not so tanky there was a phase where the tank was kind of ope was doing way too much damage and also and then making sure that you know all the major abilities are useful and they feel like they have you know it's not just a DPS thing a DPS thing a dps thing what they're actually doing interesting things and changing the sort of overall battle based on what the abilities that are using and especially because they are a little bit more squishier than somebody very squishy and this is the first time we're gonna really showcase healing and a sense of like a player healing rather than you know drinking chugging a potion right right so every every player starts with the potion but then we also have the clear class don't have healing potions they have like man but yeah so the healer is a really fun class you know they are not just a support role they can do some DPS they use a scepter the scepter has an alt fire capability to heal armor when they're shooting people so that's always a lot of fun then they have you know that's pretty massive AOE rez they can bring a bunch of people back and really shift the tide of battle so it's been a lot of fun playing with that you know not having a class like that not having classes in the BR you know it was fun but having the classes really kind of brings the character out it feels like you have a real role that you're playing with in this bow and so especially when you're playing with other people and working together to another circle which is really neat it's been a lot of fun so I know we do have a ton of questions towards the end here that the community has proposed so hopefully we'll be able to answer we will definitely into those so without further ado oh so I'm sorry I thought I was leaving so on the MMO side we've kind of gotten most of our systems locked down to a point where engineering is actually creating tools for us so we've been defining a lot of the requirements we have for tools so while Unreal has a lot of capability in and of itself right we can as designers just go in and do stuff having tools makes our workload a lot lighter so you know something that like on average don't give you like a take to do an ability might take five days right but if we have good tools that ability might take three days so saving two days on one ability doesn't sound like a lot but over hundreds of abilities all of a sudden that's a really significant time savings in terms of manpower and the we actually have to do to get it so defining these tools and handing them over to engineering for them to work on has been a big part of what we're doing right now and that's kind of sort of the final thing until we start making our big content push for four alpha one which is exciting and we do have content being created - I know that you know Sam for instance we had her honor 20 Extra Life 24 hours dream she's nervous to be on the stream here but I think that she's been working on a lot oh yeah she's been working on getting sort of the backstories and the sort of groundwork done for what we're going to do with our quest system and the kinds of things that we can bring from floor for ours for our stories so it's gonna be a lot of fun she even like to show me walk me through like a couple questline things and it's really neat so you have a lot of options even though it is semi linear just something written right again which is cool yeah awesome anything else you want to add yeah I think that's it I'll be seeing you guys real soon thank you we're gonna be moving on over to character art with Chris Atkins so first let him introduce himself and then we'll talk a little bit about what the cake you're our team has been up to oh yeah while we're waiting Jeff found out there's like a bunch of like sweater hey how are you guys Chris Atkins I'm the lead characters for anyone that doesn't know but yeah I was here a couple weeks ago so I feel like wasn't seen me yeah so we are gonna show off some of the cool character that you've been working on but I know that we've had a question from the community there's been a few people who have asked this not only just on reddit but within our forums and things of that sort we have been showing off a lot of creation videos of like characters and I guess they're curious more about the process and how long kind of those processes take and I don't know if you can walk us through yeah yeah really they kind of vary I would say like Arnold oh yeah I'm like a low-end is probably I mean we have some really fast artists here anyway but Loewen is probably like a 12 to 15 day for an NBC that's from you know having Jeff or Ryan start with a concept you know usually design Steven someone feeds an idea of what they would like see we've concept sort of flush out you know a decent piece doesn't have to be a full turn around just like a look and feel and then yeah one of the 3d artists basically takes it from there and that's when you start to see like our time-lapse videos that we show where you just see that great ball and just start spilling out into all kinds of shapes and that's really where it starts so then once we get that sculpt going we have to read to pologize that mesh again which is builded in a low res version for in-game then we UV it then we paint it you know and then rig skeleton just there's a lot of there's probably 12 steps and we've shown off of the modeling process in previous dev Diaries and we saw which I think we used weapons for exams you know that but that's one of the examples yeah and then we've also shown off the animation process with Brad we don't see it on here before and we've really hopefully walked you through those processes of the development and now we're kind of showcasing all of those things and what these help you do too is create some of the creatures that are based on these face models right here as well to create that means you're able to create new creatures faster yeah everything just it this whole process especially building an MMO just becomes exponentially faster like as we get more pieces we are able to throw more things together more unified skeletons mean great now we don't have to build a full rig and have an anime we have 38 atoms per you know that day strider if we want to make some Varian now all we have to do is sort of live within the confines of that skeleton and we can put out an NPC and probably a third of the time yeah the first and we also have I think there's a moon Strider or something like that yeah that's a more hairier version yes and that means that one is gonna be a bastard Oh different and then you could also use the base animation before the day starter and then swap it yeah and then you just throw a gen C on it's like a day and a half later there's a full full model it's great it's using no no yeah we'll just drop those off basically yeah so I hopefully that gave you your answer I know there was like a lot of assumptions going on around the Internet's about how that works and and what this means and why we're creating so many but I think what we need to explain to you too is that the world you wouldn't have NPCs to quest after or to to kill right we're like or interact with in the world if we didn't fill it up with stuff so I think one of the main things that we're trying to do is make the world feel really filled up yeah and we've sort of been attacking creatures and like we're now you know we have aquatic ones we're just kind of going around the horn trying to fill out every sort of biome yeah different kinds of our team is working on crazy biomes that are just yeah the environment yes they're just amazing and we've been showing some of those too so if you're really watching the videos you get to see a little glimpse into some of the different degrees we've been putting out and also maybe you might get a sneak peek of buildings or you know fauna or whatnot that's in the world so definitely keep your eyes peeled when you're when you're watching and the important thing about you know these creation videos it really goes to show you guys just the the scope of variables that we have between the creatures right I mean that animal husbandry system as I know character team is excited I just love to sweat every there's a lot of content you know on the creature side on the character side on the armor side that's in the game and you know as as Chris was saying you know each step incrementally increase or decreases the production time as we move forward establishing those you know across the board skeletons and rigs and you know confining the new creation stuff to within those kind of mega categories and I think though you make a great point with the different skeletons and faces of those skeletons one of the things that we got questions about was the cosmetics one of the things that we're doing is following in line with those fellows over oh yeah so what you're gonna notice is a lot of those do kind of have similar bases but then we have like little alterations that are going to be incorporated in them so they won't take as much time to create yeah that's been our goal yeah and we're trying to be really thoughtful about the things we create right now how much we can get out of this thing in this world so let's create as a theme that kind of fits that yeah I'd say the whole project the whole team the whole company's gotten a lot better at going oh really focused on reusability so hopefully that answers those questions so moving forward let's check our stuff so we have a new thing that we haven't shown off which is this new dragon pet and I think this is something Keith Yackey she's working on and I think he started it a long time ago and then sort of put it down and restarted recently because we were kind of getting to this skeleton shape and we're working on pets and things like that so this will be a little pet well this is a pseudo dragon from Kickstarter yep so those of you who own this little dude he's gonna be flying around near your head as you walk around in the world yeah these are awesome yeah we have deaf babies basically the first one sort of working off that skeleton you get to see somebody center cars give you those vibes but we had that out I don't know we had that all around you guys 20:17 yeah yeah yeah kids had just done that elder dragon and then he was still on that dragon can I get another one yeah they're great and then of course moving from there we have the mantle of the silver temple which is a headpiece that you can yes yeah I was doing some scheduling and some other stuff and then I just grabbed this you know we have a nice backlog of items so whenever I feel like oh my god I could take a break from some organic and do something more you know weapon or armor le and I just do a quick quick I just quickly make I just quickly yeah we just take forever but yeah this one was really fun and I've kind of seen this concept floating around for a while so this was the concept and I think the other one was yeah the other one was the final piece I think I'm pretty close yeah that's that's the ingame acid so I think I got it right on the most part but uh yeah I've been looking at this one for a while and I just had a couple days were soon between stuff like bigger tasks to give a little insight into the lore of these types of things like yeah absolutely I mean you know these types of headdresses oftentimes you know demonstrate a position and/or lineage that the character or backstory for the character you know kind of where that came from what inherited pieces they received from their family the type of accolades they may have received and you know participating in certain groups and/or militaries in the past you know this this particular follows the lineage of worshipers kind of of the moon and the stars more celestial oriented type of type of backstory so you know it's cool to see these types of head pieces not just constrain to what we typically see helmets are on the head per se but rather this one kind of has that kind of magical feeling like yeah you find your head I think it's a really cool silhouette even to see behind a character and it's unique in that sense that you don't really often see in other games and you get to keep your hair oh yeah my hair style you really like that you don't have to like cover it yeah and I spruced up the back a little because when I originally made it I was running around I'm like oh yeah you never see the front I better better make the back arrangers well you will when you're turning your character yeah yeah listen it support when everyone else see everyone else sees it though they know you know one of the cool things that I was thinking about for this particular piece I this was one of the accessory items that we had in one of our this year oh is this here okay this is a year ago one thing that might be cool with regards to this and we'll see if we can get this working which I think we can but when your character does you know a cast or an ability or something to have that moon piece actually light up or glow yeah I want to get Jim you know we need effects pass that way this is not just a static you know cosmetic piece on the body but rather kind of dynamic and what you're doing yeah I agree that would take a lot a lot more but it would be really cool and then of course we have the dune winged Falcon so we have many creatures who have multiple wings but now you're gonna kind of get to see how this one so this is the model process first of seeing how this creature looks with this double set of wings that we have yeah and this is the high poly sculpt that I was talking about earlier Jin si did this so that I think that's probably around 14 to 20 million polygons for that bird you know obviously a game engine can't handle that so she reduced it to around ten thousand twenty million yeah now you can see how and it's another one where she's taken this from concept through modeling she rigged it she's animating it so this is a full piece of hers again like the dejan sees amazing yeah it's impressive oh my gosh it's gorgeous yeah you don't find a lot of artists that can animate that well you know the cool thing about so I mean just to give everybody context I know we might have said this in the past but the cool thing about you know going through the production line of these creatures and cosmetics from our prop what we call our promise list which is basically you know rewards from Kickstarter or the monthly Cosmetics is they all are they all fit within the master category of content that we're creating for the game right and we utilize those creatures and cosmetics to kind of set the tone for the varying Cosmetics and creatures that we intend to have that are in the game that are a part of that production line but here you can get a glimpse of just of the quality of art that's going to be in the game you know I know MMORPGs in general have had you know a period of time where you know we're playing a lot of older older games that came out 10 plus years ago Bourdon right but just just to see the quality you know that ash's is going to debut I'm really excited about because I know you know game mechanics are really where the central point of you know the gameplay is but it's really nice to have accompanying and great game mechanics is great art and the team here at intrepid makes really great art and it's gonna make a very immersive quality to the actual MMORPG so that you can really get you know into the world you're a part of yeah and we also can use these as make and create variants from these that are totally and we're gonna make a ton of regular to wing bird creatures from the same skeleton set up animation setup so again this will save time on Al's holics anything moving forward you know we don't have to use that for I think we have a video of this guy yeah this is the first video so we'll let that play and we can talk over it but so here you can see the actual person's flying the character like a monster coins yeah exactly so you know as you guys know we do have a monster coin system so a lot of times when we when we you know show the models in the game per se we kind of inhabit the model and show off you know doesn't necessarily mean you can become this model but that's the perspective you'll see videos this is I think just quickly yeah and a lot of them she's been focusing on right now or for the pet system part of it and now she's actually starting in on the whole NPC path so it can attack and take damage and dodge and all that kind of stuff yeah that little lag was because it started looping the video so if we can go to the next video there we go and here's just to give you perspective I you know to the size and ratio of the model itself into a character right so you know for this particular cosmetic pet this guy's not going to have obviously any in-game relevance with regards to mechanics and or combat rather you know we don't sell the pay2win aspect in anything that we do so instead he kind of just flies around and hangs around with you and you know there would be a little bit of interaction that's available perhaps where you know the pets will be able to do something with your character and animation teams great I'm coming up with stuff like that yeah yeah I love seeing these two just because it's like it brings that she wanted to really sell that it was this big yeah that's kind of you guys were gonna show off and if you've seen some of our previous live streams we've actually shown some of the progression of things I think for instance like the troll okay oh you got to see that from the beginning so when it was like a final final and animations for it Chow 604 a 684 said can we fly our pet embody the pet and capture someone else's weapon and immediately when he said that I was thinking of like the battlefield like Rovers that you send out no you just like inhabited soul you know its eyes term like blue and now you're a part of it and you can just fly it I'm just kidding hey maybe for like a thank you so much yeah thank you guys very much all right he has a long list he gave me a very long list of things thank you nobody so great how are things did you recover finally from our 24 livestream I dunno what mcpeet is one of the only other people who stayed up the entire time it was Ian mcpeet me and Dude McGee was a trooper not only did he DM for 24 hours straight but he also ate an entire can of cat food why did you do well Jon Jon Jon Jon's entire oh yeah you didn't have to do right didn't know what pieces of bone and stuff you said or something or no it was just his hairs whose salmon there was hair had hair we also did the deed was rice what were the evil jelly beans the puke flavor dog food the dogs we won was pretty pretty rough ones I think the worst because it just stays in your mouth and lingers and was who was washed away with with bales that was that was a lot of Shawn by the way I really enjoyed that it was fun so first and foremost explain to people who maybe are new and are just tuning in to absolute creation what you do on our team so coders generally work in a glorified text editor and you this is try and be a force multiplier for Art and Design so we try and write tools and systems that allow them to put out the maximum amount of content in the shortest amount of time and make it as pretty and perform in this point like you need a little halo so let's first talk about the first thing on your list which is leaderboards and where you guys are at with that yeah so we're we're just ending essentially the implementation of leaderboards so that's going to be ready to turn on in the near future I think it already got put up with the last update we have we just think that to flip the switch back and use that data so make sure that it's working properly yeah yeah it's actually feeding data and it's nice to have that because that's that's a great measure of success obviously in the MMO it has great utility so that you can see your guild stats exactly right right am I the top crafter so all of that kind of you know queries a database and collects that information that's the first implementation of it in in a pot but it will eventually that code will be used for you know the MMORPG and all the varying representations that we have of success in that game as crafting like I said dungeons fastest time most kills that kind of stuff yeah and for people like you and I and PvP yeah how many my top TV peers then I said that though in all of the PB years in our commuter because they see Stephens of PvP R it's a PvP game it's nice not a PvP dungeons right - right it's you can do we want everybody to come and play it I do love PvP so I'm moving on to the next thing which is a continued work on on siege and where you guys are with those with that yes he's just coming along really well we're mostly in the polishing and bug fixing phase so we had some pretty interesting bugs where people would get out of a siege weapon and be tilted 45 degrees floating in the air that's great so you know that was cool I loved it transform almost a feature yeah so yeah it's times and games you get some pretty cool bugs people falling through the world to their death all kinds of good stuff but it's looking really well good now because we're in that polish phase and just needs additional playtesting it's the worst one for me it was when no one's names were showing up right so your brother for I'm doing I hate you okay don't take damage you're my friend which makes it hard when you're like around a capture point and you're both like trying to murder each other exactly and then of course you have capture point capture point polish that you're working on is Taliban that so we have to make sure that we support all the design for for the the captures and that it's it's smooth and predictable so when you have people gathering brand it's it's capturing and in the way that you would expect we've had some glitches with that so just work continuously I mean even that you could ties in with like the mini-map and UI right so like being able to see how quick like where the progress is and then also getting updates like exactly so that your your team or your team leader can adjust strategy to that or the respawn bug that's just up there on the screen just gonna call yeah so you guys have been working really hard on that I know obviously design and is involved in that process you talked a little bit about it before so it's art I mean obviously they're working on animations that tie into the the things that you guys are working on as well so it's coming it's getting there and we just have like a little bit of more polishing stages that we'd like to get to and I think this week's test with our p i-- members is going to help us a lot because we just need more bodies in there to help us test some of the little processes i don't know if you can talk a little bit about maybe what having a few more people in there is gonna help us accomplish and what data you guys are looking at right so for us it's always in the engineering team it's about scaling and performance so sieges is going to be a higher player account for us so and concentrated in a in a smaller place so for us we're going to be looking at optimizing and profiling performance on the client and also the server based on those P I play us so it's really critical we had a yeah yeah we had a milestone I think even recently that they provided a video for tying it right into how this affects the MMO and the fact that yeah Castle sieges in the MMO or even just sieges upon you know metropolis is gonna be massive and have incorporate so many people who are the citizens or allies of these citizens that are coming to fight upon the lands so we kind of wanted to show off a little video that you guys have been working on so you can talk a little this is the first engineering video we've shown it's probably so that unless you guys want to see taxes so what are we seeing here so here's one of our tasks how many NPCs and and entities in general that we can we can have functioning in a localized space running pathing and navigating around arbitrary terrain mm-hmm so in this case there's hundreds and hundreds and hundreds of any 5,000 simulated players in this test yeah it looks like little red ants and it horrifies me a little bit alright and some of those are actually you can see them are kind of like going out of view distance in the distance so this is this level here you know actually has how big is this space I don't know if you guys can and that one's uh about four square kilometers that particular terrain chunk yeah and why is this important for you know what were what we're trying to accomplish for the MMORPG well so as we just went over there is going to be massive battles and ashes so we're talking about hundreds of participants going against each other could be on a caravan raid or guarding a caravan it could be on a naval flotilla if you're trying to move goods across the water and then we have the the idea that one can siege not only castles but nodes so the cities themselves right and those battles are going to involve hundreds of people so being able to be performant with all of those people in one place is critical right so that's the technology that we're working on is being able to scale up the number of entities that we can put in place also plays into the gist of the NPCs that we can support so when you're on a raid we can flood the raid with hordes of NPCs that you have to wade through and that's really compelling from a player perspective of having to deal with that a lot of players are looking at this and thinking holy crap how's my PC gonna render 5,000 different NPCs but obviously this video doesn't you know showcase the fact that we will be having some you know culling logic or you'll be rendering only the pertinent and important NPCs under players around you so don't think you have to you know your potato can't play the game there's there's going to be aggressive optimization to allow for those large battles to be rendered on players clients but additionally on top of that you know you saw they're kind of a character dummy right and one of the features that we intend to have for these types of large battles as we've said in the past is a default player appearance that can you know player can set when they know they're going into a large battle and that can reduce the you know basically the the load on their computer when rendering all these other players and there's you know you need costumes and you've probably seen that in uh some other games other games sometimes have like a control left so that you can remove like remove all the other NPCs other than you and the monster so that or your party so things like that we're working on some ideas of how to make it so that you know when you are in those situations where there are a lot of players that you can still have a functioning David's Red Machine and unreal is very good about scaling as well the the way that we are able to set up parameters and the engine and have it scale based on the user's system is it's really nice out of the box and then of course we write custom optimizations and we change Unreal Engine to accommodate our own specific needs as well and now this doesn't have like a lot of trees or things of that sort so it's just a very flat terrain and how is that gonna affect things once like there's other environmental pieces that are going to be in the world as well so on the navigation graph trees and everything will sort of poke holes in that and then the NPC's will not traverse through the trees so it works pretty well out of the box also it can be dynamically affected so if you have a boss mob that's sort of a big ogre as it walks around it's sort of cutting a hole in that knavish so other entities don't want to run through it they don't want to get squashed you'll see some of these some of the simulated clients are kind of grouping up together during the video that's because you know we are we do have collision on and you know they're hitting each other and what's on them I notice there's a question what about like effects and you know cosmetic pets and whatnot as part of that calling algorithm will obviously be some provisions for special effects and West warden to you traditionally the default player appearance will remove any non-combat oriented or mechanic oriented cosmetics such as cosmetic pets they're already optimizing a lot of our effects anyways to relax as we're creating them because we've definitely had some who that have caused no no we we had some effects that were you know thousands upon thousands of particles and while beautiful they weren't performing and there's a certain there's a certain level that you get to within a fact where you're just you're not really getting more mileage more bang for your buck once you over a certain part of ground so and even though we're showing this video of five thousand simulated player that's obviously not our intent when it comes to these types of large battles you know we're targeting more around a thousand players particularly but obviously when we're when we're doing these types of things as we go above and beyond that to kind of see where the limits are where they take us right yes and also those going beyond our limits allows us to profile more aggressively because we see the the spikes and the hits and performance they're the readily apparent so the more that we scale up the better and that's why testing with our Phoenix initiative players is also physical for us yeah all right let's move on to of because we still have like twelve more other topics I'm to go over so let's talk a little bit about the additional support that you guys are providing for the classes and abilities sure so in in the context of siege I think really towards alpha alpha 1 you know previously design has has had to kind of brute force a lot of those ability creations and what are we doing a via force more formal so one thing that we're doing is they were authoring like helper actors hope they would spawn to sort of be a data store but that takes time they have to set up a blueprint and the logic and the variables within that and it's also not great because spawning actors and unreal is not it's not free and something that replicates so it's a network head and a server performance it so we're putting in like a scratch pad so they can just store variables on the caster and then refer to that and that hopefully will speed them up a lot of their work in creating these abilities whether it's a fireball or a blink spell or invisibility is is done in the manifestation of the coolness factor of it right so whatever we can do to give them tools to accelerate that and give them visual feedback speeds up the process so that if like Jeff was saying we can take an ability crash creation from five days to three days and there's hundreds of these to be created that's that's substantial now this is taking into account you know alpha one we do not have the intent to provide our [Music] augment system instead it's just going to be the straight base archetypes that are going to represent it with the base active skills control but this new the new ability system that engineering is providing design it takes into account how these skills are compartmentalized into a component system and can be swapped and mixed matched out to have rapid development and iteration of these abilities and include the writers that will be indicative of augment system to those types of skills yes so the componentized ability system will allow them to sort of drag-and-drop qualities or ability effects onto apparent ability and that's going to be a lot faster for them than what they have now is sort of a a wall of text data where they're putting in properties and things under the ability that's going to be pulled out it's going to go into a database where they can make changes rapidly and the actual unreal tool will be much more drag-and-drop and that goes through all the tools so even the spawners in the world right now they don't get a visual representation of what would spawn there so we're going to provide that as a preview and that's and that's important as we enter alphas and betas because you know part of that iterative process is being able to iterate rapidly exactly and that really really touches on the speed at which design can can iterate yeah so in all the MMOs have worked on engineering is usually the front loaded a lot of work needs to be done but then once you once those systems are written it's really creating the content that kills you right that's that's a lot of time to create a vast living breathing world absolutely so it's really any keeps changing and altering correct and so it's really up to the engineering team to make sure that we can assist design and art in the creation of this content so that it can be done rapidly and then of course moving on because you do have a lot to go over you guys have started on the Status effect systems and I like stacking or something else or like crafting the why not exactly so one of the things we are getting to now is putting certain effects on a character an NPC such as poisoned or stunned or dizzy etc and then providing code code support for the stack and rules that design needs so that we you know if you have a higher level effect on you and you get a lower level effect it's it's not gonna succeed right or you get a somebody recounts the same effect then it reinitialize is sort of the time that that effect stays on your character so they don't stack on top of each other just restarts the timer yes the rounds are whatever you know that's pretty critical if you have an ability system in an MMO you need those types of stacking effects also include diminishing returns on a season that's right so the first snare will definitely slowed you down 100% branch consecutive one over some Delta time as defined with and also how that affects when someone hits you right like some of those things will break or slowly diminish right yes or have chance to because the chance to proc or chance to do something is also a whole other realm of stuff exactly and we just actually put in a weapon procs this week which is awesome so design will be able to set up those and that plays towards the combo system you know and how it's constructed for alpha one that players can you know add effects that prop based on a passive hit rate and percentage chance during that combo system yeah and then the next topic that we're gonna kind of go over is that you guys are continuing your work on the arts node tool layout tool that that system and show that video yeah we are gonna have dev Diaries that will cover that which is like a whole you guys have seen the micro aspect of it which is like the building tool and how the buildings will lay out any single node but now it is the much larger scale of how all those nodes are interacting with each other yes so it's it's critical that we continue working on this tool in the editor that allows not just the environment team but also the designers to construct sort of the layout for these nodes and it is dynamic so when it when a node levels up or D levels it's it's going to have a different footprint then than any other node so it's gonna be an end and previously you know as we've demonstrated back in alpha zero over oh my gosh is it a year ago when is a two years it's almost two years ago bad F is zero Wow yeah so you know about two years ago we had nodes in alpha zero and they would collect experience and they would represent the culture of the experience that was a prime benefactor and leveling up they go up to stage three that was all you know those templates were manually constructed by the environment artists to kind of represent that node threshold 11 up what we've done now is because obviously that's not sustainable to do manually for the vast size that the world of error is even coming up on you know alpha one where we're gonna see around 25% of that world playable mmm-hmm you know there's over a hundred nodes that are present in the world and they all have to be unique they have to look different they can't be a cookie cutter kind of demonstration of you know each stage because that just wouldn't be you know in alignment with the immersive nature of the game we're creating right so instead you know our environment team has had come up with a way to approach that through kind of a hex procedural system that defines within each hex of the grid layout for a particular node you know random placeholder spots for where buildings are going to pop up and how that shape is going to look so now we're capable of actually procedurally generating a wide variety within a confined parameter a wide variety of different representations of all of the nodes from all of the cultures to populate the entire world so you will see vastly different no compositions as they level up throughout the world experience and there will be a video on that later demonstrating the tech and how that's constructed I think we have shown some of that text so definitely go look at the previous dev Diaries couldn't shown some of it and then of course a continued work on additional quest and quest objective types so we do have quests that we have quite a few in the world but there are different types of quests that we would like to accomplish that we didn't have support for before because we were creating that support yes so whatever a straightforward yeah whatever design needs as far as more objective variants we do have time to quest time to ejectives but there's going to be a host of other specialized objectives that they want and then we've talked about the optimization improving that our spawner mechanics which you've talked about already and then the next thing you wanted to talk about was with the guild system and the work that you guys are starting on that yeah so obviously guilds are critical to and then those and certainly to ashes and the the guild system that we're putting together takes into account all the specialized design that goes in our particular fuel system which is the guilds advance that guilds are elite living breathing entity much like your character that you're able to get with your friends and communicate with them so all of those all that base functionalities going in for and then beyond that you guys have been working on housing and no plot systems and how that is going to work yeah so there's no bullying yeah it's a it's a it's a big system so there's there's houses that you can that are physically in the world that you can purchase and then it gives you access to services in the house it could be crafting stations storage like an extra bank and then there's of course things like freeholds where you would have a deed and you'd be able to construct house mayor's construct businesses within the notes could be a guild hall could be a smithy could be a tavern so all these systems need to be coded and then we need to support the the tools for arm design so that they can preview it and iterate quickly on that yeah it's fun it's really exciting goes right into the other stuff that you guys are furthering which is furthering the node functionality regards to elections and mayors and how that system works yeah so when when a node levels up there's there's a voting process it takes place and so we need to support that so players can then vote for the mayor and the mayor will administer the the node so they're they're able to set the tax rate they're able to to send caravans to other nodes establish relations exactly finalizing that system that we've already started yeah it's like working out those things right which goes into the caravan system what you guys are kind of doing your fighting final polishing touches on that yeah so that of that as well exactly for alpha-1 it's that we have a whole system working right the whole system you can pick what you know you're sending your Caravan to and off it goes and then players obviously can drive they can drive those they can raid those you can sign up as a defender for it there's there's quests that are going to be available related to caravans and then in later stages of development we'll we'll have that system on the on the water final thing you wanted to talk about that you guys have been working on this month is the event system and how that works yeah so design has asked us to expand our event system and events occur based on things that go on in the node so if the node levels up or D levels particularly leveling up it could attract the attention of more powerful entities dragons overs Raiders who knows and then these entities might might attack the town you may have bandits going after the caravans that are coming out of the town as a result of this so we're expanding the all the different variants of what can occur with an event and then giving design the ability to sort of say when did these happen are they random choose from a list etc give me an important thing about those types of events is you know I know in the past we've talked about those events attacking specific buildings and/or services that the node has to provide which reminds the citizens the incentive to defend so that they don't lose out on those services not all of those things are contained within the walls of the city you know I was I remember where I was talking about this I think oh it was in the PI meeting the other day but you know question came up in the PI meeting which I'll share with you guys you know with regards to you know naval content you know when nodes spawn are they spawning on the coast and does that provide you know harbors and whatnot as nodes as nodes develop right there are points of interest hooks that exist out in the world outside of that node obviously that develop with the nodes development and for example a node that is close to the water obviously is going to have a hook that reaches out to where the harbor might exist for that particular node so you may have a sea event that arises where you know the Kraken or something comes attacks that harbour and citizens have to go and defend that particular resource that particular service or else they might lose out on the effects of that service for a period of time should they not do so so the expanding the kind of capabilities of that event system to incorporate you know all of those different points of interest not just specifically the note itself because back in alpha zero you know that event system was kind of contained to within that particular node and not the points of interest around it yeah exactly and then also figuring out the priority of like what notifications do you see versus not right that's right if there's an event we have to let the players know about it so that they can react and they can have fun yes any time I ask you just sends me ones and zeros after a thorough zero zero one thank you so much we're going to be bringing back Jeff your bars of course and your lovely community manager Sarah flying in aka the toast lieutenant toast and I will see you all next year so thank you so much for tuning you'll really appreciate it Sarah Starr shirt is amazing hi everyone it's an extremely large cat or very small Santa I I like to imagine it is both small sand on a very large cat I have a different sweater for Friday's competition on Friday that one lights up oh my god already lost without further ado thank you guys all for joining us for another livestream I asked you guys to share your questions with us in advance like we do every month before the livestream so thank you guys for putting those together for us there was a great forum thread on there I actually took some time last night um since some of you had asked questions that have been asked before I went in there and took some time to post some references and let you guys know what the answers were for things that we have already answered so we don't cover them today you still know what those answers are and if you did post a lot of questions we probably did skip over them so next time if you want to make sure your question is covered keep it short keep it simple just post one and we'll get it covered woo yay all right magic man from the forums asks will the main story quests treat us as the one hero or acknowledged through dialogue that we are part of the bigger picture so we want the players to feel like they're the movers and shakers in the world for the most part we aren't going to be treating it as like a single-player massively multiplayer online RPG we're going to acknowledge the fact that you are part of a bigger picture and that you're not necessarily be one but you were Superman yes that's great but we do want to acknowledge that there are other players in the world and that you are not the only player in the world I think it's an elective ensemble cast generally our overarching narrative will be from the perspective of you as the returning children of era so to speak right and not so much as like you these tens of thousands he is the one yeah the one oh yeah alright cool Thank You magic man those great first question alright jalan asks how is the move going are you all settled in the new studio we are not yet that is a little bit of a process and it will be coming to fruition over the next few months yep I think we covered that one earlier as well Sam X asks with the new back-end infrastructure it does internal testing show that 10,000 player servers can still be achieved or will you need those I'll that number back a bit yeah we have not doubt that back yet as a matter of fact we've been dialing that forward based on our internal stress testing using both BOTS and assimilating you know connections to the server or simulating players like you just saw there which I'll go to to further solidify our plans for player population and people were mentioning when they saw in particular that video earlier they're like well that's just people running around what happens when there's people with all their spells so little-known fact actually the most taxing information on the server side is actually because it's something you're doing quietly doing and it has to be represented to other players in real time every time so you know that is like I don't know 85% of the network traffic is a really movement position so it's actually one of the most important components fun making the sausage yes actually what is the most is your location point in time all right Damocles asks is it 64 classes or eight base classes with eight subclasses meaning do all of the subclasses share the same base abilities so for example if I'm a tank mage or a fighter mage are the major ability is the same for that tank major make the mage augment is the same grouping but the way it affects the active skill you only receive active skills from your primary archetype and it gets augmented by your secondary choice and those augments are different for each class right right so it is different a mage affects a warrior so different kind of age effects right but the augment school is that exactly and it will yield a different effect because the base active skill is different but the parent the parent out meant is the same like teleportation elementals so like you know you take the mage groupings of augments you have teleportation you have the elements right those two things get applied to different active skills based on your base of us yeah with different kinds of what exactly yeah all right dubstep asks in Apocalypse we saw the use of AWS Amazon Web Services servers to dynamically spin up game server instances based on player count moving forward with the MMO will you continue to use AWS or eventually invest in your own server racks we will we will be using AWS Lynch's Quran changes all right lulu asks you have told us before that gathering resources exist more as a cluster such as mining from vein of ore versus from a small brach could you give us another example of this such as for wood cutting so it depends on the resource type right some resources are obviously going to lend themselves to having more of a pool of available resource that over time will be whittled down until nothing exists and then it will randomly spawn again at one of its locations across the world obviously certain resources like wood are going to be like a single tree that can be chopped down perhaps and then will respawn later at a later time so you know it just depends on the type of resources and there will still be this idea of clustering right but the other the other cool thing is there's moving resources as well so like herds or wool wild wool or something right where you have basically an interactive all herd of animals or something that you can go up to and collect wolfram and they'll just be constantly moving around the world and over time you maybe you'll see the sheep are short and some of the she was just one sheep left and he's just like please last kid that got picked I'm so pleased sure me alright bounce asks have you considered adding treasure hunt events created by players so I think there's some element to like treasure hunt you set but not necessarily create have not consider that yeah alright and we likely won't okay as Sean asks or as shown asks could we get an end-of-the-year prior support saving the accomplishments of the year we will in our creative directors letter there you go hydrilla asks what is the plan to make questing immersive especially as it relates to the open world where you may see many other characters accomplishing the same thing and I think the example that was given which is like I have to go kill a quest emic bad guy I show up and there's five other corpses for questioning bad guy already there and that doesn't make me feel as immersive but I guess we did kind of cover this for the first one as well acknowledging that you're part of that bigger picture will help and you know we have some tech to do things to make sure that you're seeing what's relevant to you and stuff that's relevant only to you are the things that you can see and other people won't see those things okay yeah right easton asks well animations change depending on the race or subclass of the player some animations will change yeah race race would likely be some class probably not animations will generally be based on what weapon you're using yes and then we have like idols and stuff which are different between genders and probably different between races and then how big and small you are we do do a lot of animation sharing good all right tio asks will you let us know what tier of free gold structure the skins we purchase will replace there will be an article in the future coming soon trademark that will kind of go over the free whole system in general and give you an idea of how these structures interact with one another what the progression table is for some of these structures the types of structures that exist and how they correlate to the cosmetics that have been available previously so that's actually you know right now I'm preparing that available so I don't know when that's gonna be available but probably you know beginning of next year carefree cactus asks if one adds an elemental effect to their weapon either through a spell or permanent buffer man chanting will effects be applied to the weapon to show this for example if I add fire damage to my sword as my sword now fiery looking or have flames coming off of it it is a thing that we can do it is a thing that we will probably do in certain circumstances but not everyone should be walking around with flaming swords necessarily that is yeah that is a and those flame effects might not be a persistent effect on the sword per se but rather a writer effect on the hit the fact that isn't lied to a creature so you know definitely the effects system is being constructed in a way that represents all the different types of both subtypes as well as enhancements that can create you know these writer effects that go along with the primary oh yeah I mean some of our weapons a lot of our weapons are gonna have like their own ax misses and their own particle effects right they're associated with them and kind of make them iconic and beautiful and I don't know that we want to necessarily get in the way of that right even though adding a fire effect to my sword is very cool and we want to make sure that the swords all don't end up looking the same at the end because the particle effects tend to overwhelm the look of a weapon so one thing I like to and some of the demos that I played is the enchantment system that revolves around weapons and/or armor you know glow effects usually get confined to that type of exact so so if you know it's glowing it's more powerful exactly and that's that's good not just from you know a visual aesthetic standpoint but also from a threat assessment standpoint when you're going up against enemies on the field or whatever you can kind of be aware oh that dude has a you know red glowing weapon that's like a plus 16 with that guy I'm gonna target him you know yeah so that you may see a representation for glow effects with regards to the enchantment system okay then Darian asks will mount be auto dismounted or unsummoned entering a closed area such as a caper building or will they be mountable in such places more than likely I don't know going back and forth on this that'd probably be mountable yeah yeah yeah Vern well but yeah I think it's Mel generally when you're when you're considering you know the open world type of environment you know that goes hand in hand with the ability to kind of take your mounts and or pets within the areas that you're going in now if there are some instanced events you know we may want to or if we want to inhibit kind of the ability for the player to go through that area we might turn off the flag for a bounce there but yeah we've got the system in place we can do it right now but it's it's you know there knock off effects on both sides so right now we're airing towards permissiveness and the other thing to NotI notice somebody just said you know mounts blocking it will be a there will be a a collision system in place that prevents those things from permanently blocking so you know as you push up against the the character they can potentially move forward over time ever so slowly right hand asks how far in advance will advancements of world bosses or world events be broadcast to give players an opportunity to log in and participate so BAM world boss event or world events gonna happen and the notification triggers in chat or in the game and maybe through the mobile app or something right well know how far in advance then are we hoping to give that it depends on the event so events we want to sneak up on you yeah in some events we are going to need everybody to participate also it also kind of depends on on the ability for you know there's okay there's obviously risk versus reward systems you know part of that risk is player you know losing stuff like you know house in a siege potentially or you know their citizenship of the seeds if the note gets destroyed or castle whatever those types have long you know tails of notification where we want to send the player hey in five days the siege is going to occur exactly whereas other things you know are kind of more moment-to-moment like Joe said so it really just depends on the event obviously we do want to inform players though for sure all right kai saki asks you ear Unreal Engine 4.24 has been released with a new hair and fur rendering and simulation feature well ash this of creation take advantage of this well our artists are always a very up to date with the latest and greatest so I'm sure they'll be looking into it and seeing whether or not our current solution should be replaced by that but we're always looking forward to you know the new tech that comes out of the market including detect from unreal and just a little caveat sometimes when things come out at the very beginning they're not quite ready for primetime especially for a game like ours right now single player games are less intense and there's a lot more leeway in what kind of technologies you can adopt we have to be a little bit more careful about that because we need to make sure that all of our systems are optimized for the amount of people that we have so and a lot of those things that you're describing issues if it was particularly this question unmade so we'll evaluate everything we love technology we love trying to find better more effective more awesome ways of doing things so I mean it's something that we constantly do every time unreal comes out with something new and we always evaluated so mission alright burn the fern asks will intrepid consider an incentivized bug bounty system after release for exploits or vulnerabilities maybe with unique in-game cosmetics or titles as the rewards absolutely we have talked about this in the past you know we want the type of relationship where players feel comfortable bringing to light you know exploits and our bugs that are in the game with the you know foreknowledge that they can benefit from doing so so it definitely creates a very nice rapport between the company and the player if they know that hey their hard work will be rewarded cells are asks if seizures are every fourth week well in game seasons rotate on the same cadence so we always see the same season every siege period so like siege is always happening during winter because winter is always on them yeah that totally makes sense I'm not sure okay yeah it's something we'll have to you know as as seasons come online and kind of decide how we want the the pace of the game to feel right and what indicators we want from the environment to like talk to that it's a really cool idea but that's not something that we've specifically thought about in terms of also it's important to notice that you know there are five castles that are in the game and they exist in different regions regions have different climates so what may be winter in the north is summer in the south and you know yeah perhaps those castles are contained to a specific season for each siege but you'll have a varying degree of experience across the different zones castle sketcher all right get MOG asks how will the swap over for increasing or decreasing an old level look for mom so do old mobs just pop out of existence and new ones appear or something else um so we've talked about this a couple different ways more than likely what we will have is the existing mob base will just live on until they are killed or there's no there and then you know as that population is room the new population comes in so it'll be fairly organic we don't want that experience of like oh my god the little just changed right so the mobs that you're attacking right now will probably stay there once you kill those mobs will be replaced by the new ones all right mayhem asks when leaderboards go up are we able to see our season one stats like games played and wins so will there be historical data and leaderboards there will not be historical data the leaderboards have begun collecting data as of yesterday I believe it was yesterday was the update yesterday so as of yesterday all stats that are will be tracked on the leaderboards but not previously alright Bob's your uncle asks what happens if a freehold is placed too near to a village and the village expands well the free will disappear or will it be so that you can't put a freehold in a place that is part of that nodes expansion process you will not be able to place a freehold within the footprint of a maximum possible expansion of the node so confirming that part of it all right paradox asks if your main tank / tank gets sent to bed by mom mid raid good can your maid / tank a hold a grow and beef stay alive as tank for the group by swapping the abilities they use so based on their secondary alone would they be able to tank that would be pretty rough a mage tank would be pretty rough tink maid would have a much easier to die those are kind of the secondary tank issue classes you will be able to do some taking on some bosses for some time but in terms of being able to replace them maintain yeah that's it that's pretty complicated right obviously those variables we don't know about there it's gonna come down to you know equipment and simple generally if you're looking at performance indicator you know like Jeff said primary class as tank is gonna be predominantly what's capable of encountering equitable level experiences as a tank and fulfilling that role with a by wide variety of acceptable parameters based on subclass selection and there's also going to be like you know specific niche tanking that is available you know whether evasion magic tank physical tank you know control effect tank those types of things so we want to provide a wide diversity of available options so that you know we can mitigate as much as possible what content you're facing and not having a meta for all content so to speak but generally as a mage primary would be kind of difficult it'll be more of an off take yeah so there will be some niche situations where they could probably function as a maintain right but like a lot of games I they probably can't run you through a whole raid right a lot of games I've played in the past you know I tried to tank as amazing yeah I just didn't work out all right we've got just a couple more questions here from the community before we wrap it up for today or this year actually so Dornan live asks will different timed or triggered events within no would be able to occur at the same time such as a siege and a mayoral change and if so how about look I think I've siege like really more than anything else sort of blocks down well yeah sorry I was just gonna say the other thing is that you know this the siege declaration window appears for a so what a player completes the necessary tasks to achieve an item that allows for declaration there in the and they lay that declaration down they're provided a window of available times and usually we're going to structure certain events like the mayoral change with outside of that window of time the available window of time is going to be indicative of the region in which that server is located so you'll have na servers you're the EU server soda right so na servers might see available siege options when the declaration occurs between you know 4 p.m. and you know 7 p.m. Pacific or something right and the mayoral change tic occurs at noon so it's outside of that window per se so we'll be able to avoid there right before see right exactly there you go but also there's the other thing is the mayoral change yeah let's see all right last couple questions here Argentum 401 asks are you going to implement a sandbox mode where players could test out different skills and classes you're playing it we haven't really talked about that yeah oh you mean like more specifically narrowing in on yeah place yeah like it's it's something that would take not a considerable amount of design time to do it might be something that we do later on down the road just so people can try out different builds and stuff I mean we've talked about alpha 2 persisting as the public test server right right so you know that type of experience where it's more specifically catered to the MMORPG classes and mechanics I think would her post alpha-2 as that is the persistent public test server perfect okay will asks have there been any further iterations to combat since the last update for apocalypse and that was not yesterday this question was written before yesterday some day and if so what changes have you decided to make so in terms of Apocalypse know we've obviously changed a lot for siege with still apocalypse but it's also a different game oda lives alongside of it so so not for apocalypse but for siege you know it's not for battle royale no it's it's a little bit difficult to enumerate that right because it's a class-based system mana is a lot more important in this system for different classes managing your you know abilities is a lot more important it is a little bit a lot closer to sort of the MMO experience then the VR was so in that case yes we have changed it quite a bit but the overall feel isn't terribly different in terms of like the moment-to-moment I'm using my sword here I'm using the fireball here that's all relative but things like you'll you'll see one - but you won't be able to do three dashes and like if you want more mobility you may want to go with a ranger jump right exactly like if not everyone gets all everything right exactly okay last question here is from Rhema 596 who asks will summoners have the ability to equip their pets with items summoners will not but battle pets and mounts will have the ability to have equipped items the the the role that items play with mounts and combat pets is adopted by the skill set and passives that are available in the skill tree of the summoner for their summon specifically so equipment is is is is primarily delegated just to mounts combat pets whereas summoner's use their active skills and their passive skills to augment the abilities of their summons got it alright well thank you guys all for submitting your questions again on the floor and thank you for joining us for this live stream as well big thank you to all of our guests we had on today we had Jeff on we had Chris Atkins on well so we have your so they McPherson on as well so thank them as well for joining us too some final reminders here those Ryman Regal items are now available in the shop you want to take a look at those and get your festive frosty season on and ready to go like we mentioned earlier it's the end of the year we got lots of holidays coming up so we'll probably be doing a bit of a holiday break so you may not see some of us around as we visit our families and stuff like that so just keep that in mind we hope you guys have a great time at your families as a final reminder you know everybody here at intrepid tsuneo interpret studios appreciates our amazing community our amazing we love you guys and we appreciate you guys you know supporting the game and we hope everybody has an awesome end of 2019 and an amazing 2020 we're gonna be with you every step of the way we have a lot of cool announcements coming up next year and some pretty exciting dates so stick around yeah we'll see ya check out the links below if you want to follow us and we'll be posting the vaad later today in case you missed any on today's stream we'll see you next year bye everybody