Talk:2021-06-24 Livestream

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  • 0:03

[Music]

  • 0:19

hello everyone and welcome salutations and welcome to our glorious Ashes of Creation june

  • 0:24

development update we hope that you all have been having a wonderful month i know on our end we definitely have

  • 0:30

it's been a very exciting um i am margaret crone your community marketing lead and i'll be kind of

  • 0:36

guiding you on this tour today and with me as always is our creative director steven sharif

  • 0:41

how you doing steven i am doing very well how are you doing i'm good and of course we have our

  • 0:49

special guest we're gonna try to rotate out our guests each month we have michael bacon the one the only

  • 0:56

everybody loves bacon i gotta i gotta do like an air horn and who's the special dev that you

  • 1:03

brought with you oh this is judo oh dude she's she's part of her she's

  • 1:08

part of her optimization and she's like 14 years old right yeah

  • 1:15

yeah that's an old lady girl yeah oh she's 14. when i when i met my wife

  • 1:21

uh we went out and got a cat together like the first week so i'll just jump the gun and

  • 1:29

you know premonition all that stuff she was the one that was yeah she was the one and now

  • 1:35

you have like three or four cats right yeah four at the moment okay yeah yeah

  • 1:40

so he's posting photos of his awesome cats lounging on the marshall stacks like

  • 1:45

like you know edge lords um which you're going to see some more edgelords later today but it can be kind of a

  • 1:53

run-through of what you'll be seeing today we are going to go through our reminders we have a studio update from stephen

  • 1:59

we have a design slash engineering goodies coming up and we'll also have a short little video

  • 2:05

that will be going through some environments and talking a little bit about combat revamp updates and

  • 2:10

uh we also have our environment art and character art update and we're going to give a little bit of extra time for q a

  • 2:16

uh we know that last um dev update people were like you didn't do it enough q and a so we're going to try to

  • 2:22

do quite a few more questions this time for you all um and of course if you missed it uh

  • 2:28

steven did do an ama with the mmr rpg reddit community so if you're kind of a newer person to

  • 2:34

our community that might be a great resource for you to check out but a lot of those questions i feel like

  • 2:39

um maybe we've answered some of those in the past with our more hardcore fans so the questions that we have in

  • 2:45

this q a segment will be newer questions so let me take it over to our quick

  • 2:50

updates of course we do have our monthly cosmetic swap over for

- Reminders

  • 2:56

deeds of the dance list in which it will be july 7th 2021 at 11 a.m pacific

  • 3:02

as noted in our news article we always let you know when they're going to be swapping over a whole month in advance so you know

  • 3:07

exactly how uh you know long you have of course within this article we have an faq with

  • 3:13

uh that tells you a little bit about the alpha one pre-order package and if you still have any further

  • 3:18

questions definitely reach out to us through our support twitter or put in a cs ticket and we would love to assist

  • 3:23

you i also wanted to talk a little bit about our web updates um you've probably seen

  • 3:29

we've done some downtime throughout the month in order to resolve some issues one of the main ones that we resolved

  • 3:35

was causing some legacy users to have login issues so we've resolved that now

  • 3:40

we put in a bunch of bug fixes for just other little things that we we noted or that people reported to us

  • 3:46

so thank you so much that the last update that we had the big one had a lot of account related things

  • 3:52

oriented to it so we definitely wanted to give it a little time before we implement anything new but we do have

  • 3:58

our next update we'll be adding in another payment option you guys have highly requested a paypal option

  • 4:04

so we're going to add that as a third payment option um and you know keep giving us your feedback on all of the things and we'll

  • 4:10

continue to update stuff we will have some new updates coming for like the support page and forums

  • 4:16

eventually as well coming down the line um and we'll keep you guys updated on when those when those are coming

  • 4:22

uh further on the updates front we have our dev discussions

  • 4:29

um in last month's dev discussion we asked you what are some of the elements that make

  • 4:35

for a more realistic or lifelike world when you play a game from npcs to environments and beyond

  • 4:42

how much does realism matter to you generally and i know that this is going to help bacon's team greatly they're very

  • 4:49

excited to hear your feedback on that front he's thumb zombing right now here i'll put the camera back up them

  • 4:55

your your bait there you go i need someone out there is going to make a gif of it and of course next month we have another

  • 5:02

dev discussion which is actually about guilds which will be interesting because you know we do also have

  • 5:09

our guild gathering which is a little bit different um and last month's was or i guess this

  • 5:15

month was share your fondest guild memory from your history of gaming bonus points for sharing pictures and or

  • 5:22

videos and oh my gosh you all have shared so many beautiful memories with us i believe toast might

  • 5:28

have already made a report for this one and shared it with the team we really enjoyed hearing your guys's

  • 5:33

um you know nostalgia and we definitely want to bring back those feelings um a lot of us share similar uh vibes so

  • 5:40

it's cool to make it's cool to see that our our stars are aligned that we all agree

  • 5:46

on that's on those fronts and of course our next one is going to be about internal conflict

  • 5:52

so i'm definitely curious what you guys will have to say about that uh so keep tuned next month for all of

  • 5:58

those discussions beyond that um just so you know and as a reminder of

  • 6:05

course that we have uh you know upcoming alpha one preview spot tests that have been going on every

  • 6:10

month or every week um in some cases multiple times a week um our next one will be today actually

  • 6:16

at 2 30 p.m to 8 30 p.m pacific with an upcoming test on july 1st 2021

  • 6:22

at 11 a.m to 5 p.m pacific of course all times and things are subject to change so we definitely highly recommend that

  • 6:28

you uh check the alpha one access on the forums and discussion channels

  • 6:34

for those and if you don't know how to access those you can head over to our twitter twitter.com aoc support channel

  • 6:41

because that has a pinned post with all the information on it and reminder that the visual nda is

  • 6:46

still in effect but the verbal nda has been lifted so you can talk about everything with your heart's content but

  • 6:52

no streaming and no sharing videos and of course last but not least

  • 6:58

you know we do have our content creator program which is now taking applications but i do have some notes in

  • 7:04

regards to that remember as noted from our previous live stream we have so much interest from you guys that we

  • 7:12

actually have decided to hire on a new staff member we are looking for an influencer relations specialist to help us out and

  • 7:18

that's over on our career page if you want to go check that out intrepidstudios.com

  • 7:23

careers and if you know somebody that would be great for the position feel free to share that application with them and

  • 7:28

have them apply as we'd love to see from them i've already started doing some interviews so you know it's been

  • 7:34

exciting and of course we'll be opening up a secondary program we talked a little bit about this

  • 7:40

uh last month um and we are calling that the content creator trading academy

  • 7:45

where we'll help content creators level up their skills to be able to graduate to our official content creator program

  • 7:50

because we truly feel that there's so much passion for ash as a creation and we really really want to give back and

  • 7:56

help you guys grow because you know we're excited we're excited too and of course do note that some people

  • 8:02

might not make it into either of these programs and if you don't we'll always let you know why and what you can do so you can

  • 8:08

reapply at a future date whenever you've improved on those fronts and i think that's

  • 8:13

it for my studio updates so i would love to toss it over to you stephen to talk a little bit about or my reminders i'd

  • 8:19

love to toss it over to you to talk about studio updates got a little yes dyslexia so first of

- Studio Update

  • 8:25

all i want to apologize for us uh being an hour pushing the stream back an hour today we had some technical difficulties as we were

  • 8:32

trying to get some recordings uh today is actually a big day from a alpha one preview testing standpoint

  • 8:40

because a lot of hard work has been put into revamping the back end of the combat

  • 8:46

system that was spearheaded by adam pippich and helped by

  • 8:52

with keenan and mike and hunter and trad a lot of people brian ferguson

  • 9:00

a lot of people um helping get that back end revamp in place which will then allow us to start doing some significant

  • 9:07

changes on the front end that basically what players will see on the front-end side of combat some of those

  • 9:12

changes already have been in um but we're going to be testing a lot of that today and probably over the weekend um with some

  • 9:19

of our alpha one testers um it is a big day so big congrats to that team who who spent

  • 9:25

a lot of hours over the last couple of months um working on that on that back on the back end stuff

  • 9:31

i'm so very excited about that but we did have some we did have some technical difficulties trying to record today's video but

  • 9:37

that's okay it's gonna be a really short video just to preface it um studio update wise though uh things

  • 9:43

are going well we have about 30-ish of our team back in the studio in

  • 9:48

our new studio unfortunately the furniture did get delayed by a couple of weeks so we're right now in like a temporary setup i

  • 9:54

shared a picture with our pi with our phoenix initiates um we're kind of crammed into one section with some

  • 10:00

temporary furniture and whatnot over the next few weeks because we wanted to be there you know obviously for alpha and testing kind of keeping design engineering and

  • 10:07

qa all in one place together so we can collaborate as you know we come across issues um but

  • 10:12

that's a that's a big step in the right direction when the furniture does come in uh which i believe is scheduled for

  • 10:18

uh first week of july uh that will then move our entire our entire team back into the studio so

  • 10:24

that's going to be very exciting we're it's a great looking new studio i know margaret's chomping at the bits to get a cool video up and running to show you

  • 10:31

guys get a tour we were talking about doing some time lapse because we still have um

  • 10:36

some like paintings and things that are going to be doing uh on the office like the murals and stuff oh yeah so it would be cool to see

  • 10:43

if they're down with being recorded it'd be cool to be able to record a time lapse of those um yes and

  • 10:49

of course just kind of show you guys what's going on i think it'll also help with our social i know peter who is our

  • 10:56

social media manager is going to be very excited to kind of be able to take some photos and video and maybe share some stories on

  • 11:02

like our instagram of like developers actually like you can see them doing their work um obviously we show you every month what

  • 11:08

we're doing but a little behind the scenes action uh would be you know always fun and we're gonna be bringing on a new video

  • 11:14

person soon so we definitely have lots of plans to bring like dev discussions back

  • 11:19

um or not to have discussions dev diaries i'm thinking about dev discussions toast look what you've done to me um i

  • 11:26

know people loved seeing the dev diaries we want to definitely do more of those and kind of showcasing the process of development obviously

  • 11:33

we've been trying to be as transparent as we can for those of you who are part of our alpha spot test you get to see

  • 11:39

you know the nitty-gritty of every week's test um and then of course beyond that um you

  • 11:44

know our bigger test that we're going to be doing with more people yes i know i noticed uh people said uh soft peter is the social media

  • 11:52

no this is actually a different peter this is peter basulka school yeah oh yeah yeah so

  • 11:59

um no very exciting so uh another on the other side of that obviously we um as we get back into the studio you

  • 12:05

know we've mentioned this obviously in the past we are still continuing to hire we have a lot of positions that are open multiple of individual positions um so the

  • 12:12

community team does a great job sharing that across all of our social media if you guys do see that feel free to give us a retweet feel free

  • 12:18

to tag your favorite developers and let them know that we're hiring um we are we are growing the team very

  • 12:24

large for this huge project has been creating interesting for you seeing the office

  • 12:29

from what it was before and now the new office and how many people oh these faces

  • 12:34

the old sweatshop that we were in it was starting to get like sardines that's for sure it was getting

  • 12:41

very sardines now we have a lot of space i mean there is there is a lot of spaces in this new

  • 12:48

office um you know we're over 25 000 square feet of studio space so

  • 12:54

it's it can hold i believe up to 300 developers you know we we have a lot of fun plans

  • 13:00

in that studio um so very excited uh for that yes you know one thing i do miss about the old

  • 13:05

office is we had a couple of garage doors and when it got a little warm you know during the summer you could just open up

  • 13:11

the garage doors and just let the wind flow through the studio we also had fans that were no joke the

  • 13:17

fans were created by a company called big ass fans that was the name that was the name of the company

  • 13:23

and we would let those fans go like crazy now we don't have the fans it's much more officey but you know it's still it's i think it'll

  • 13:29

feel more homey once we get all the actual furniture in and the decor

  • 13:35

and right now it definitely feels like a like a corporate office that you've probably seen a million places

  • 13:41

but we're gonna make it fun and also have like some arcade games and a little gaming room for folks for their breaks and stuff like

  • 13:48

that so lots lots of fun space and once it's all done too we'll kind of give you guys a tour of the

  • 13:54

studio you know yeah i'm excited too because once it's all done we also have some backers from the

  • 13:59

old kickstarter days who actually are entitled to an in-person studio tour yeah i'll be

  • 14:04

inviting you yeah that'll be fun i'm super excited for that i love hosting events and like creating events so that's going to be

  • 14:10

really really fun for me yes and event seasons are starting up now that kovid's kind of like

  • 14:15

people are rapping about it i notice horrendous and chad says you'll need to find a new ice cream truck

  • 14:22

for those of you guys i don't know for those of you guys that don't know at the old studio we used to have an ice cream truck that would come by and one time i

  • 14:28

went out there and i bought like all of his stuff in the ice cream truck and distributed through the studio

  • 14:33

so ever since that day he would every day just prowl around outside the studio

  • 14:42

there were days where i like didn't come out to to buy his truck basically and he would just sit in front like staring

  • 14:48

through the window like a lost puppy dog he's like please buy my ice cream truck

  • 14:54

i was like no go away shoot um but anyway so that's that's the

  • 15:01

studio update uh things are things are looking good we're excited to be back in office and we are hiring

  • 15:07

yes and we might start doing uh you know live streams a little differently again either um

  • 15:13

probably not next month next month's going to be probably more play playing the game but the uh because we'll be in alpha um but the

  • 15:21

next month after that we'll probably all be in per like in person together so we'll have a different vibe than this

  • 15:26

um in the future so stay tuned for that um and of course we'll move on to our

  • 15:33

design stuff do you want to play the video first yeah let's play let's play the video first um i just want to

- Design Update which includes early environment footage, how testing is assisting us with development, and progress towards Alpha One.

  • 15:38

preface the video obviously uh so this video is only about eight and a half minutes long um you know last

  • 15:43

time we had a very long video and we didn't quite get to a lot of q a and i know that's a highlight for many

  • 15:49

of our long time followers in the ashes community love getting those questions into the thread sarah's compiled those obviously

  • 15:55

and we're going to spend a little extra time on today's stream getting some additional questions and answers in so hopefully you guys enjoy

  • 16:02

that uh this video just a short overview you know we're just basically looking at

  • 16:07

one of the uh cool areas in the environment to kind of show you the differences between these

  • 16:12

these areas that exist in the world it kind of sets entirely different moods we do that through like volumetric fogs and lighting and you

  • 16:20

know the cool looking bacon is going to have a an awesome time talking about this after the video but um we show off some

  • 16:26

of the uh some of the additional costumes we show off some of the environment we show off one of the big monster dudes i talk a little bit about

  • 16:32

the passives we've added passives in on the combat side show a little bit of the action reticle mode

  • 16:37

um but basically it's just an eight eight to nine minute long video um and we're like i said you know i'm thinking maybe

  • 16:43

this weekend i'll try to record another video maybe don't hold me to it but if i do uh record another video

  • 16:48

we'll throw that up on youtube so or maybe next week because next week yeah yeah exactly all right so we'll see

  • 16:56

you guys in there we'll see on the flip side hello everyone and welcome to another

  • 17:02

live stream day with Ashes of Creation i am joined today by our amazing senior community

  • 17:07

manager lieutenant toast the tiniest of toasts hey toast greetings i am very very tiny today

  • 17:15

yeah i see you got your you're being responsible with your mask your little coven castigator

  • 17:21

or corvid corvid my apologies i'm wearing my mask to be extra it's

  • 17:27

seemed appropriate corvette cascade and we also have the edgiest of edge lords lead community

  • 17:33

marketing miss margaret crone how you doing the person hello welcome to the stream oh my god

  • 17:42

i know i like the uh i like the energy eyes it's good touch i know it's

  • 17:48

so cool i love it and then the man the myth the legend himself the bacon of baconists

  • 17:55

mr michael bacon bananas baked bananas hello

  • 18:02

what's the baked bananas in reference to oh i don't know i just like the baked bananas i guess

  • 18:08

i i like baked bananas too honestly um some good banana in that bread but

  • 18:13

[Music]

  • 18:25

it's difficult i can't think of anything with bacon that isn't good so i guess i just have to decide on it fan of like sweet and savory together i

  • 18:32

i don't know what that's literally an entire food group i don't like like bacon and sugary like sugary bacon

  • 18:45

bacon on donuts no thank you wow bacon and cookies mm-hmm well we are super edge lordy today with

  • 18:50

our costumes so i guess it makes sense that you don't like bacon um but i like i like michael bacon

  • 18:59

there you go well we wanted to let's be real i just don't want it with sweet stuff we wanted to jump in today and give you

  • 19:05

guys just a quick run around in some of these the areas that the amazing environment

  • 19:10

team has built here one of these where are we at right now michael we are in illiwind ruins

  • 19:18

it's very dark mysterious and and atmospheric-y yes it used to be a mage stronghold

  • 19:25

apparently wow i'm loving that loving it um so i guess guys i wanted to just kind of

  • 19:31

show you around a little bit obviously we want to you know give you some videos of of alpha one as

  • 19:36

the preview for alpha one as we're kind of testing and how these areas are coming to life um this place is looking very good i i

  • 19:44

love the um the fog the the volumetric fog here is that the hill wind yeah that's right

  • 19:54

when you're deciding what lighting should be in an environment how do you go about like

  • 20:00

deciding on the environment atmosphere well i mean obviously you know when we get to design

  • 20:06

and you know it requires something dark and moody you know sculpt the lighting to that but

  • 20:12

in this particular case it was kind of weird because all these pois kind of sit in the tropics area which is a

  • 20:18

you know very bright sunny happy kind of place so we had to

  • 20:24

figure out a way to uh you know to get it dark and moody you know like inside the

  • 20:30

context of that environment which challenging but uh we were able to uh

  • 20:36

do that with the atmosphere and uh in the lighting in this area

  • 20:42

yeah it looks great i think it looks a very yeah i like the the detail and the

  • 20:48

destruction which is cool and just yeah just to oh what is this oh sorry you're i guess they're not seeing

  • 20:54

it i'm the only one saying it we're saying yeah over here oh where is it that the format

  • 21:08

i'm running over to take a look at him he looks so cool he i think i know who you're talking

  • 21:14

about i'm gonna enable my uh avoid avoid uh

  • 21:21

aggro see if we can get a good look at him oh yeah yeah i'm just gonna pause i'm gonna

  • 21:27

pause just just so we can like look around this area i'm going to pause the uh the server aggro

  • 21:32

it looks pretty he looks pretty daunting it's very cool like the a

  • 21:39

massive version of the animated armor oh yeah and you can kind of see how we utilize some of the different armor

  • 21:46

pieces you've probably seen some of these pieces on different outfits like a toast corvette castigator cloak is on

  • 21:51

him and that helmet is a darker version of one that we've seen before as well

  • 21:57

yeah you know what i love about that the um costume that i'm wearing right now is i mix and match it a little bit with

  • 22:03

this belt uh from i can't remember i know we all are cheating we all put

  • 22:08

together uh weird outfits look what you're talking this belt has like my material

  • 22:14

components for spell casting so i definitely feel like i'm a witch right now good yeah you got some witchy vibes it's

  • 22:20

perfect for this i'm just going to run around a little bit um another thing that we did recently that's actually going to be

  • 22:27

starting to test um today is we adjusted a lot of the

  • 22:32

back end combat stuff so um you'll notice like as i go into action mode

  • 22:39

um you know i have my reticle and when my reticle uh hovers over an enemy target it'll

  • 22:44

turn red essentially showing like hey we know you have a valid target hit um that you can see and when you press q

  • 22:51

you can lock on to that target you can also hold tab to alternate between targets so like that's an important aspect of

  • 22:57

the combat that we're trying to incorporate which is like mixing and meshing between tab and action so you still have that

  • 23:03

action component but also are available to use some of your tab targeted skills and you'll see another thing we added if we open up jay

  • 23:11

is we incorporated some additional passive skills um so you can see all these passive

  • 23:17

abilities mana regen attack damage critical hit damage health regeneration defense mitigation

  • 23:22

maximum health a lot of different changes from the passive side of things and these are based on you know what archetype you've chosen

  • 23:28

um so wow you know there's a lot of work obviously coming into to the preview for alpha one that were

  • 23:35

amazing testers are helping us to kind of find bugs for and whatnot for example you can see some of the um

  • 23:42

some of the name plates coming through the uh that's going through the static environment meshes um but i love

  • 23:47

i love this environment back and the environment team's done a great job just kind of setting the mood for this area yeah absolutely yeah adam was actually

  • 23:54

the one that was working on this initially using parts you know other parts that we had around um from other stuff and but yeah just a

  • 24:01

little destruction and way he's got um you know pieces of the wall they're all crumbled in and you know all the debris you know

  • 24:08

from that destruction all around and uh yeah just the environment it's just really cool

  • 24:14

yeah it looks it looks great and free for boating obviously this this set i'm loving this set as well and margaret

  • 24:20

you helped design the set right um yeah you're wearing i think combination of a couple sets that i

  • 24:27

designed and then the one set is the mask is from a set that you designed oh yeah that's right yeah yep no it

  • 24:34

looks great i love it especially in the world it it definitely makes me feel like i am some

  • 24:41

type of uh arcane necromancer the mask especially if you're wearing

  • 24:47

part of face of sorrow stuff right i don't know that's hand and mirror shade

  • 24:55

and the withering guys with yeah it looks great well i know we have

  • 25:02

a lot of art to show off and we're just going to jump back into the stream but we wanted to show you guys you know one of these cool places in the environment

  • 25:08

in the alpha that you guys are going to have an opportunity to take a look at these places all grow as well with the

  • 25:13

nodes as they advance and you're going to see creepier crawlier things kind of come out of the world with some bosses that might appear here

  • 25:20

and there if villages reach a certain size um so uh with that being said we'll see

  • 25:26

you guys back on stream here in just a second bye everybody bye bye

  • 25:33

all right well it seems like you guys were enjoying it i was i pulled out a lot of the questions that

  • 25:38

were in chat first of all i do like bacon y'all i just don't like it with sweet stuff okay

  • 25:44

um i'm not a big fan of fries in your milkshake oh that's so good how can you dare say

  • 25:50

such a thing i don't like sweet and savory together it's just not my jam but you know what more for you guys um i

  • 25:55

like my shake and i like my fries but not mixed um so we did have a couple questions right in the shake

  • 26:02

no we do have a couple questions so the first one is from and i apologize if i don't get your names right

  • 26:07

um you're welcome to discord message me and tell me how to pronounce it properly uh nelumotra and they want to know

  • 26:14

uh will you be able to turn off the crosshairs in your settings and obviously you can toggle between um

  • 26:22

action mode or not yeah so right now the way that it's implemented pressing z as a hotkey obviously you

  • 26:28

know key bindings you can rebind how you wish but pressing z right now by default will switch you over

  • 26:33

into the action combat reticle mode right now action combat isn't just based on your

  • 26:39

camera and or having a reticle right so some of our abilities and skills and

  • 26:45

weapons utilize projectiles they utilize skill shots right those are the aspects of action combat

  • 26:53

that is available and if you don't want to play with a reticle you don't have to you just switch between the tab targeting camera mode or the reticle

  • 26:59

mode um there also be opportunities in the future for you to even swap out you know what type of reticle you're

  • 27:06

using if you uh you know we'll have a selection of available reticles as well so um poster folks have kind of

  • 27:12

follow-up questions to that which is sure so will i have to toggle between them if i want to use those different types of abilities is

  • 27:18

that going to be like a necessity no you will not have to you can use an ability

  • 27:23

um if you use an action combat ability that's going to be directional focused you do not have to be in reticle mode to

  • 27:29

use that it will fire where that reticle would be so if you play by like feel right and you're in tab target camera mode

  • 27:35

you can still utilize your action-oriented skills and abilities okay and then the other thing that i

  • 27:40

noticed people talking about was when you mentioned aimlock um free man asks said so could i just

  • 27:46

lock on and use my action combat abilities does that defeat the whole purpose of action combat

  • 27:51

no so action combat abilities um will not have a lock-on feature so to speak right there

  • 27:58

some of those are going to be skill shot only however because you can have a mix and match of

  • 28:03

tab abilities that require a target you will be able to target lock in action mode as well right now that's

  • 28:11

delegated to the q key as default but you can obviously set that up you could put it on you know your left mouse button or you could put it

  • 28:17

wherever you want right and when your reticle hovers over a target it rapidly swaps

  • 28:22

your target ability and when you press your target lock it will then lock that target and if you have tab

  • 28:29

oriented skills you can use your tab oriented skills and they will be used against that target sorry i'm very distracted by bacon's cat

  • 28:37

oh it's so cute it was like kissing you like rubbing your head i'm sorry

  • 28:42

i'm sorry it's great we get to hear about ash's creation and then we also get to watch a cat this is like my dream

  • 28:49

uh so the next question was it's just like the old days right yeah just don't don't put the cat butt

  • 28:55

on the stream i don't want to get less issues

  • 29:02

i don't know if i'm pronouncing it right sorry one wants to know will you change damage numbers so they can be bigger so

  • 29:07

basically can you change your ui also there were some questions in chat in regards to like will crits be bigger

  • 29:12

text like how are you guys handling that because that was something different that they probably saw than in the past it's in ver it's very

  • 29:20

important to note that in alpha 1 you are not going to see a solid ui

  • 29:25

presentation and that's because our ui currently is still very placeholder very work in

  • 29:31

progress but the intent is obviously for there to be some versatility on the player's behalf

  • 29:37

to adjust damaged text so that it can fit kind of their desire

  • 29:42

yes there will be some different animations for those texts that display perhaps criticals and cc

  • 29:49

effects or heals you know there's there's going to be a lot of versatility there for the players as well

  • 29:56

all right hopefully that answers your questions um and then the last one i had which was from squazel which we've

  • 30:02

answered quite a few times and you've actually if you've been watching our streams quite a bit you would know this

  • 30:07

that we will have a night time we have a day and night cycle and we actually showed off some of it um in some of our previous live streams

  • 30:14

where we actually showed like beautiful lighting with the sunset it was just amazing

  • 30:19

i highly recommend you going back and watching that if you haven't because it's just gorgeous like i can never talk enough about how

  • 30:27

amazing our artists are and so i'm glad we have bacon here to represent um but before we go into art stuff

  • 30:33

we do have some more talking points on the design side um so you mentioned that we have the new ability and combat

  • 30:39

system uh with with obviously the focus on cross server instances and instance messaging and things like

  • 30:46

that can you talk a little bit about more of the work that you guys are doing in regards to that yeah absolutely so a lot of the reason

  • 30:52

for you know why the work began on the back end systems of how combat is done in our game is

  • 30:58

is for optimization performance and also just sheer functionality that we want to see present in our construction of certain

  • 31:05

types of abilities so you know the previous combat system

  • 31:11

um was as we were doing testing with large player density and we were noticing as players kind of move across

  • 31:17

the world and between these border regions of of of our servers um it wasn't as performant as we would

  • 31:23

have liked it to be so we kind of had to go back and and um take a look at how we were

  • 31:28

facilitating this this networking for uh not just the combat and the abilities but but

  • 31:34

how essentially they're being constructed um and you know we came up with a with an

  • 31:39

approach that alleviated some of the the performance concerns um and allowed

  • 31:44

us to to um to dial up the number of concurrent players that we have participating in

  • 31:50

battles and all across the world um so that was a necessary um feature development that had to be done

  • 31:56

kind of revamping the back end system of how combat is done allowing us now going forward uh for the design team with this tool uh

  • 32:03

with these tools from engineering uh to construct the types of abilities we want to construct with the functionality that we want them to have

  • 32:09

and the cc effects and and also be performant at the same time perfect

  • 32:15

and obviously if you guys have follow-up questions definitely ask those in our next q a because we'll we always do these

  • 32:21

monthly um now development is not always pretty we

  • 32:26

do we do have issues along the way and one of the things that we have been encountering and a lot of our testers

  • 32:32

have been helping us with is our ai controller and pawn issue can you talk a little bit about

  • 32:37

what was going on with that how their testing has assisted us and like how we found a resolution to it

  • 32:43

well we haven't found a resolution quite yet [Laughter] close we're close um yeah no for the for

  • 32:50

the past month or so you know we've been uh i guess not to get too technically into it but

  • 32:56

um you know we've we've been having kind of this issue where as npcs die in the world in our

  • 33:02

testing right um their their behavior tree their ai controller

  • 33:07

uh stays around and builds up over time the number of those ai can you explain

  • 33:13

kind of going back one little step of what an air controller is for people who maybe don't understand what that link is it's

  • 33:20

essentially the server process that manages a particular npc's behavior tree and and other

  • 33:26

uh processes on the server so as those kind of build up over time

  • 33:31

um obviously it degrades the server's performance because now instead of what we were having which was around you know

  • 33:37

a thousand active npcs per little section of the world now we're getting up into the six of thousands tens of thousands over time

  • 33:43

you know essentially as more mobs die uh more of those lingering ghost controllers continue to build up

  • 33:50

and and that causes server degradation and performance issues um so we've been incorporating you know

  • 33:56

potential fixes for that over the last month we've been adding additional diagnostic tools in order to identify you know what is

  • 34:02

causing this particular issue we've been doing a lot of spot tests with our very patient and awesome

  • 34:08

alpha testers that have been a part of these tests and noticing some of the degradation on the server side and when you have the

  • 34:15

server performance starting to dip as a result of that that's when you're going to experience things like rubber banding issues and

  • 34:22

lagging with response times for activating certain types of skills and abilities

  • 34:28

um and it just kind of you know doesn't give the the best of of experiences so that's been a real

  • 34:34

issue that we've been you know hammering down on over the past month as i've said um as part of this testing and obviously the data and the

  • 34:41

the information that we collect from each of these tests goes to help us find you know issues

  • 34:46

like the ghost ai controller issue all right um and then you know beyond

  • 34:53

that you know one of the features that we added on was our siege and so we've been doing a lot of

  • 34:59

siege fixes um and also um doing some polish on that front can you talk a little bit about

  • 35:04

maybe some of the specifics that you guys are working towards yeah absolutely um so you know siege is

  • 35:10

kind of a relatively comprehensive mode in the alpha that's intended for

  • 35:16

us to kind of illuminate issues that derive from high density player activities right

  • 35:21

um so you know we wanted to to provide an a a gameplay loop in the alpha that

  • 35:27

would encourage players you know hundreds of players to enter a particular area all within that relevancy of each other

  • 35:33

um to kind of really uh dive deep into the performance of of the server and kind of our massively

  • 35:40

multiplayer uh encounters so there's a few things that happens on the siege side obviously having all those players in

  • 35:46

one area additionally we've incorporated some raid bosses uh so that we have a high usage of

  • 35:52

skills and abilities that are being encountered in this not just as a relation to player

  • 35:57

versus player but also player versus environment um you know make sure that we can kind of test the performance of our ai and

  • 36:04

the behavior trees that we have for our raid bosses so there's three uh dragons that are exist in the um in

  • 36:09

the castle siege environment additionally kind of testing some of the

  • 36:15

destructions that we have the summoning of vehicles the utilization of those vehicles the physics that exists for

  • 36:20

those vehicles um you know incorporating also some uh siege mechanics like capturing of

  • 36:28

control points conferring buffs onto players on specific teams having players delegated to

  • 36:34

specific teams in and of themselves and the affiliation that exists between those players being able to join raids with one another being able to

  • 36:41

capture a castle ending a particular game mode and success or failure the cleanup step process that occurs

  • 36:47

where you have to reset the doors and the and the vehicles and all that kind of stuff you know there's

  • 36:53

a lot that goes into this particular mode all of which helps us to test these particular functions and features

  • 36:59

so that as we as we move that logic on to different systems in the game you know we we will have had a good test bed for

  • 37:05

them in alpha one so a lot goes into that chris giusto um uh uh chang

  • 37:11

and corey rice um you know uh alexi cadoli you know they're all

  • 37:17

very big in in um you know getting that castle siege game mode up and running for alpha

  • 37:22

it was a last minute addition obviously you know we had to delay um which kind of helped us finalize and

  • 37:28

polish this process there were some really cool dragon seed not dragon sieges uh sieges yesterday

  • 37:34

that we had a few hours of sieging it was great to see that some of the balance changes that occurred on

  • 37:39

the siege level uh made for a pretty pitch fight it was fun to see it go back and forth i think

  • 37:45

in the first one the attackers had gotten like to a 75 seal on the on the throne and the

  • 37:50

defenders at the last minute came and knocked them out um so that was a lot of fun to see uh but yeah there's a lot that goes into it

  • 37:56

i was in meetings during all that i didn't get to play um but we do have some siege footage up

  • 38:02

if you haven't checked it out we have some over on our youtube youtube.com Ashes of Creation

  • 38:07

um so if you want to go check out that before you get to see some of the more polished stuff as well it's always a good way to

  • 38:13

kind of check it out people seem to really have a lot of fun with it beyond that you guys have been working on a lot of

  • 38:19

quality of life improvements for game play and kind of polishing things can you talk a little bit about maybe some

  • 38:24

of the quality of life improvements that people can expect from alpha one keeping in mind that some of these are

  • 38:30

not going to be finalized either you're going to continue to add even more i totally missed the first

  • 38:36

part of that question i'm so sorry quality of life improvements that players are going to

  • 38:41

experience in alpha 1. yeah that's a good question

  • 38:47

um i'm not quite sure how many quality of life improvements

  • 38:53

there are in alpha one this is more foundational testing core

  • 38:58

system testing right um some of the things like you guys have you know made adjustments to the

  • 39:04

reticles you've uh the text pops up pop-ups that you know were happening before a lot of more feedback

  • 39:10

than what you were getting um some of the combining stuff like you weren't able to bind all your keys to

  • 39:16

what you wanted and now you can issues with that depending on the devices that you have because we haven't

  • 39:22

fully tested with every single device in the world yet but um yeah yeah i think um you know i think a

  • 39:29

lot a lot of what's being implemented you know keeping in mind that with alpha one many of these systems are in their

  • 39:35

core state so um as we implement additional features for these systems like you were

  • 39:42

saying margaret the uh moving over the hot key stuff um you know and adjusting kind of the the reticle mode

  • 39:50

and feedback for the player um you know i'm not i don't know necessarily if i would refer to those as

  • 39:55

quality of life per se i mean this is just kind of polishing the bare bones state to incorporate additional features that

  • 40:01

players would come to expect based on the you know previous game experiences they've had we're never gonna alpha one's not gonna

  • 40:07

get to that fully you know polished state it's not intended to be a polish state

  • 40:12

uh experience it's intended to be a very core functionality experience very bare bones and that's because you

  • 40:19

know from a development standpoint you don't want to spend a lot of time polishing something that is very likely to have more iteration

  • 40:26

and significant changes uh even at the the base idea of a particular system

  • 40:32

um so you know that's why it looks i mean i know a lot of players see our alpha and they're like

  • 40:37

oh wow you know this this looks great it looks like a completed game but really you know i well i've said it

  • 40:43

in the past and i would say it again we're not even close to the final form you know what i mean like exactly so you know there's a

  • 40:50

there's a lot to look forward to i think many people who haven't been a part of the ash's development over the past few

  • 40:56

years they can go back like on our youtube and they can look at just a year ago or you know a year and a half ago what the

  • 41:01

difference between the visuals of the game and how far it's progressed over that period of time and then how

  • 41:07

how much further it will progress as we move into alpha 2 and what core systems have been coming online throughout each month

  • 41:14

like we are truly sharing our development journey with people so it breaks my heart when folks start

  • 41:19

saying that we're not and we're like literally we're trying our best to show you updates obviously we can't show you everything

  • 41:25

because some stuff is just not ready to show right like it's just not something that we're wanting to even put into the build

  • 41:31

that we're showing to our testers yet um you know so i think that those are things that you just have to keep in mind um

  • 41:36

yeah we have been doing some other fixes like uh we are fixing some teleporting and falling through the world bugs i know a lot of our testers have been

  • 41:42

finding a lot of those how are you feeling about those bacon yeah they're fun fun fun stuff to

  • 41:51

remedy i can tell it's just a passing or did you i was

  • 41:56

passing to you to if you had anything to follow up on that front oh i mean let's see this i don't know i mean we're just

  • 42:03

catching them as they come in and trying to do what we can to it's just it's such an enormous system

  • 42:08

and now it's some of these are pretty hard to lock down so yeah just taking them one at a time

  • 42:14

can you talk a little bit about like the back end of how those things happen like when a player is falling through the world

  • 42:20

or uh that kind of stuff how some of that works if i know many of that is like on the

  • 42:26

engineering side but some might be on the graphical side uh i mean if the level bounds

  • 42:31

we've been having some weird issues with level bounds recently where you know somebody will

  • 42:37

check in a level and then it'll just hop over you know to like another chunk next to

  • 42:43

it and then basically now anytime you go to run the world you know from that location you just instantly fall through the world

  • 42:49

and that one's been a real reoccurring issue that we've been dealing with for a

  • 42:54

while but um you know we move them back and we fix it up and you know and uh yeah yeah so you guys can kind of

  • 43:02

i think people see that in a lot of games but they don't know on the back end like what causes them so i got kind of just

  • 43:07

wanted to give them that little yeah i mean sometimes it's sad sometimes it's just you know the level chunk not

  • 43:12

loading in fast enough and we go to teleport and just know so you know yeah there's a lot of

  • 43:19

different reasons for why stuff like that can happen it's you know that's partially why it's such a huge help that these you

  • 43:25

know alpha testers that we have participating you know they show up for each of these tests because their

  • 43:30

activities give us the data we need in order to identify those particular issues because i mean we have our internal qa teams

  • 43:36

right and our internal qa can is are they're they're all beasts

  • 43:42

our qa team are some beasts uh led by led by sean farrens but um you know keep

  • 43:48

in mind that that team can't find everything especially at the rapid pace of development

  • 43:54

that we're going through right so sometimes they only have a few hours to vet or smoke test a particular

  • 43:59

uh test before we hand it off to the inter to the external testers that we have and you know i feel more comfortable

  • 44:07

giving off an external play test for our alpha one testers that might not be

  • 44:14

in the best of shape because we have the rapport with those testers that they understand that we understand that and

  • 44:20

what they're doing is helping us to refine the game and so they can see that progress each week as they participate and test

  • 44:26

you know changes that occur so um very grateful for the testers they help us to to find those issues like levels level

  • 44:33

streaming issues or level unloading and stuff like that and beyond that we've been working on event system

  • 44:39

fixes animation blueprint performance speed updates and a ton of other bug fixes and polishing

  • 44:45

in a host of different areas so hopefully y'all have been seeing that and experiencing those

  • 44:50

changes who have been testing with us um and you know it's only going to keep getting better but um yeah anything else that you want

  • 44:57

to add on that front stephen before we head on to environment art i feel like i've left bacon in the quiet i want to

  • 45:02

bring them in yeah no not too much on the on the design front um i know uh aimee

  • 45:08

and bucky and um chong they've been doing uh and corey have been doing a great job

  • 45:13

on um and scott and doug and i'm sorry i guess i should name them

  • 45:18

all but uh they're doing a great job kind of updating uh quests they've been

  • 45:24

they implemented entirely new itemization um uh to the game they've they've updated a

  • 45:29

lot of the questing excuse me a lot of the crafting uh that's uh in alpha one um

  • 45:35

and uh you know they're doing a great job on the on the design front uh we've also just recently i think uh

  • 45:40

incorporated some additional elite mobs changing some of the population of the dungeons to incorporate you know monsters with

  • 45:48

you know different abilities and effects that are present again it's nowhere near obviously what

  • 45:53

the full intent of ashes is intending to be but it does get those core systems tested and vetted during alpha when

  • 45:59

that's the primary um that's the primary objective right you ready bacon uh sure

- Environment Art Update

  • 46:09

all right we're gonna switch over to our environment goodies the first thing here is going to be

  • 46:14

our object concept art so our concept art team has been working on a lot of different objects that are going to be

  • 46:20

in the world that you guys are going to utilize to kind of make the world living and breathing to give it kind of the feel

  • 46:26

and of course uh we're actually going to show some of the 3d models of these as well which when you look at the

  • 46:32

concepts versus 3d models you got to be like what is what can you talk a little bit

  • 46:37

about the process of how this works when you get a concept art and like how you guys utilize it to create the final our

  • 46:43

final art and i'll walk through or i'll showcase all of those all right sure we get the concept art and then we build it

  • 46:53

thank you done with the no i mean you know we get the concepts and then you know we uh take a look at you know

  • 46:59

the race that's attached to and uh you know and then we go through the sculpting process

  • 47:04

you know and then building the final model textures and all that stuff so um you know i mean with these for the

  • 47:11

first ones here um these are klar assets that we're looking at um which have kind of more of a european

  • 47:18

sort of kind of bent to them uh we kind of designed them so they're a little bit you know they got a little little subtle

  • 47:23

sharp stuff going on in them just to kind of make them a little bit more uh foreboding i guess

  • 47:30

you're talking about like the fireplace the hearths yeah fireplace the the lighting uh yeah the uh the candelabras

  • 47:38

and you know that kind of stuff um and it's also important like you know

  • 47:43

even in the concept stage like you know there's a style guide and

  • 47:48

shape languages that need to be adhered to based on particular cultures right absolutely yeah yeah so we created the

  • 47:56

style guide and that's kind of yeah initially sort of what starts the process and then brian's team has been

  • 48:01

just doing an amazing job with conceptually with all the stuff that we've been uh plugging into the game

  • 48:08

um and you know and then getting the races to really differentiate between you know

  • 48:13

each race so they really have their own style and i feel like with the dwarven stuff that we've been doing

  • 48:18

that it just feels like that that race feels really solid to me especially with all the environment

  • 48:23

stuff that we've been doing with that they're uh i think in the past with the with the humans the klr and the

  • 48:29

emperian you know we are still kind of in that pre-production sort of zone this is kind

  • 48:34

of a mix of assets as we kind of uh progress you know from the beginning

  • 48:39

of the project until now and the dwarven was the first time that we really had like full-on concept crew

  • 48:48

and then basically uh executing on those designs and them being a very uh coherent

  • 48:55

race you know i mean as far as like they're i mean when you look at them and stuff every aspect from the structures the

  • 49:01

props to the characters um character armors all that stuff i mean they're they're looking

  • 49:06

really solid and so um and then as we've been doing this we've been replacing

  • 49:12

a lot of the assets uh for the klr and the empirian to sort of shore them up to get to this

  • 49:17

kind of same realization that we have uh with the denier race

  • 49:22

so that's kind of what we're doing so we're tossing a bunch of old stuff out that we had that was early on and sort of replacing it with the new

  • 49:29

you know stuff to really uh bring those races together and i just want to say

  • 49:35

bacon has these like confluence pages made for each of the different races that's super handy for me

  • 49:40

because when i'm designing like freehold items or things like that i definitely look over at those guides to really guide me in

  • 49:46

regards to each of the different races and what type of building structures are like and how they should look

  • 49:51

in order to make sure that when you guys get these like cosmetic pieces that they fit within the world that everyone has created and i get the

  • 49:58

okay from his end as well yeah this is right yeah and you've been doing a fantastic job with the cosmetic

  • 50:03

stuff i mean it's all that stuff is just so but yeah we're really excited really

  • 50:09

excited to uh see those uh three races that we're really developing i mean we're kind of working on others

  • 50:15

as well but i mean these are the three for the alpha one you know they're really starting to come together and jail

  • 50:20

flash together and flushing them out so um i don't think some signs that we're going to show off and what are these

  • 50:26

going to be utilized for what did you guys start creating all of these for uh science right yeah

  • 50:33

oh it's like smithing for are you watching the stream bacon oh they're they're all in the run of show today i have all the images on the show

  • 50:39

i'm on her yeah i'm on her stream page and i'm scrolling down and trying to yeah sorry sorry about that that's okay

  • 50:45

you can always turn the stream on and mute it oh okay she's talking about like the fish yeah yeah okay so i haven't brought a show with like what

  • 50:52

the text is and then like yeah we have yeah we have the uh the service buildings that we're

  • 50:58

creating but then we figured for like uh village stage

  • 51:03

and the encampment stage that we needed something that was maybe a little smaller in scope so basically the

  • 51:10

services kind of start with these marketplace stalls and then they sort of graduate up to you

  • 51:16

know and depending on the on the level tier you know some will graduate faster than

  • 51:22

others um but they start with the kind of the marketplace cart kind of stage and then they start getting their own buildings

  • 51:28

you know as the node system ramps up and so what these signs were for or are for are

  • 51:35

basically for that first layer of uh village uh you know basically the

  • 51:41

marketplace stalls for those services and so that's kind of what these are so there's four of them that were made the fishmonger

  • 51:48

uh the herb press uh was it the lumber smith the smith the smithing forge yeah

  • 51:54

so um yeah yeah so it's just really cool really enjoyable they said they have they have a personality yeah

  • 52:01

and that and that's exactly yeah that's exactly we're trying to inject this more personality

  • 52:06

with a lot of these scientists and stuff i think we've shown some tavern signs in the past too so uh don't

  • 52:12

worry y'all you'll get your tavern signs uh next up is some plants uh these first two images

  • 52:18

are in regards to like the bark changes that are happening which you may kind of saw when we were running around

  • 52:23

in that very spooky area but it might have been hard to see because of the lighting yeah but those those trees in

  • 52:28

general have just been completely redone from the ground up yeah casino and uh yeah she's an amazing i you know

  • 52:34

like i said she's my sister um and uh you know i've been working with mia

  • 52:39

for over a decade and uh she is just so good with uh you know which well she's really good

  • 52:46

with everything but um but yeah she really shines with uh vegetation and freeze and all that kind of stuff so um

  • 52:55

i love the revamp she did in this area and i also love that i don't even need to really give

  • 53:00

necessarily even direction on i'm just like yeah this place needs a revamp she's like i'm on it

  • 53:06

exactly and i mean you're seeing all of that come in through all of the plans that you guys have been seeing um as we continue to progress so very cool

  • 53:14

to show off those um next up we have the oasis and i actually have uh some screenshots

  • 53:20

here as well as a video that i'll be playing in a moment but um you've seen the concept art for

  • 53:26

these so if you go back and you look at some of our previous live stream we really want to show you the journey of how we create these things we do it

  • 53:32

for our character we do it for environment art but like if you look at this compared to the concept i mean

  • 53:39

and i just want to preface also as as you're looking at this i just want you to imagine how when

  • 53:45

fishing gets fully implemented and that there's a variance of types of fish that can be found what type of fish is going to be

  • 53:52

here and how is that fish going to be caught and what's that process and the minigame we're going to include

  • 53:57

as part of the larger fish you know the fish aspect of that because when i look at this place i'm just like oh man i would love to spend

  • 54:03

just a few hours just vegging out in this area fishing for sure for sure

  • 54:09

yeah this is a second uh one of two of the large water oasis sort of areas that we

  • 54:14

incorporated into the tropics biome um we got kind of close to the end of

  • 54:20

uh the alpha one deliverable and it was like as i was going through

  • 54:25

the concepts i kind of realized that uh we did get quite a few of those

  • 54:30

concepts sort of realized but there was still um it just felt like it was kind of still lacking some of the water element

  • 54:36

you know like inland and so um i got together with tristan and brandon

  • 54:43

and they put together their two of these this is just one of them um the one that tristan was working on just recently but i mean he just

  • 54:49

recently put this in like literally just uh like a week ago so it's yeah and it looks phenomenal and we're coming

  • 54:56

in hot with a lot of this stuff you know just trying to get in as much as we can you know to make this alpha one you know

  • 55:02

as cool as we could make it and uh yeah this whole section i mean tristan just well tristan knocks everything out of the park every time

  • 55:08

that you know he yeah i was assigned to you know his zone like this um yeah he just does amazing work

  • 55:13

he's such a creative mind i love it um he actually put together a video and i'd love to share that if you guys are okay

  • 55:19

with me uh doing that yeah yeah um so i'm gonna swap over to video there's some music oh go ahead

  • 55:24

tristan likes to add music that's not approved is there music no this is me this is our this is okay okay this is not silly like all

  • 55:31

right guys all right i approved it all right we'll

  • 55:37

play this and we'll be right back

  • 56:00

[Music]

  • 56:14

do [Music]

  • 56:41

all right and so i just definitely wanted to show you kind of the screenshots but i don't think they do justice being

  • 56:48

able to see the 3d world is definitely something sorry i can't distraction um it is

  • 56:54

uh you know obviously much better and for those of you who have been watching our waterfall

  • 56:59

action throughout the development process that is there are some work in progress waterfalls in there those are not final

  • 57:06

i just want to make that apparent um but you know we have been progressing on that front of course

  • 57:12

and just to keep in mind you know obviously the aesthetic of the world is the environment team just does such a

  • 57:19

such a great job making you guys all do an amazing job and i know you get all the love from the community for that and

  • 57:25

it's such an important aspect of obviously ashes because exploration is such a fun

  • 57:31

component of mmorpgs i mean especially when the world is immersive and you can do things like you know

  • 57:38

treasure find and fish and you know all of you having those things available in a beautiful environment that really

  • 57:45

lets you get lost in the idea of this world is one of the big components of immersion and

  • 57:51

and i i love the work you guys are doing you guys are doing great job very much like the fact that you'll be

  • 57:56

able to have a free hold and like build your own space is also going to be amazing i've always loved that and enjoyed that in games

  • 58:03

uh because it feels like you have you know a piece of the land yourself finding property that you want to live

  • 58:09

on and like the battle between who gets it first and that kind of stuff is always exciting um and tristan always does such a great

  • 58:16

job with the videos thank you so much all right moving on to

  • 58:21

character stuff because we still have a lot to go through and we have a lot of questions that we want to answer as well um first and foremost we have a bunch of

- Character Art Update

  • 58:28

new hairstyles you might have saw seen this hairstyle on toast i can't remember if she was if she

  • 58:34

swapped to wearing a different helmet in the video um we've got i don't know

  • 58:40

more beards i love that female uh dwarf hair

  • 58:46

oh yeah these braids are so pretty yeah these these are looking great this is uh

  • 58:52

atkins chris atkins and gyncy doing some of these hairstyles these are

  • 58:57

these are great looking hairstyles really love how far the character team has progressed with

  • 59:03

this pass on on you know the characters the races the creatures and the artworks it's all

  • 59:08

looking very very good you know about this beer about that

  • 59:14

beard was uh i feel like the hair is nicely done but the beard is like uh you know like a castaway

  • 59:21

beard [Laughter] totally and then i have a little

  • 59:26

turntable of one of them so this is the hair with a little bit of a braid in it that's in like a little

  • 59:32

bun in the back and then of course you can see the beard with a little little twirl i think manny did this one

  • 59:38

yeah yeah it's lovely danny did that one like oh my gosh yeah they're so leveled up

  • 59:47

especially with air specifically i mean they've just been doing some really awesome stuff with that i'm so excited for character creation

  • 59:54

when we start getting that in um because you know a lot of people are excited to just kind of get their hands on it and play with it

  • 1:00:00

i mean you have to have a really uh somebody says as caveman only says you have to have a strong

  • 1:00:05

beard game and that's that's a very strong beard game i like that

  • 1:00:10

all right next up we have death's hand which you might have seen on um i think i was wearing the

  • 1:00:15

breastplate and the cape art steven was wearing the mask um

  • 1:00:21

i was wearing the belt too yeah you know it's what's great is that corey rice did

  • 1:00:27

me a big solid last night he stayed late to get some of these costumes in so that we could be wearing them on the

  • 1:00:32

stream today so big props to corey on that from corey this morning because i was like

  • 1:00:38

when i was putting them on because for me um obviously i helped design some of these this one i think you did

  • 1:00:44

the death's hand when you designed yeah um but seeing what you create getting in the game is

  • 1:00:49

just very emotional i don't know why i got really emotional i know right i'm gonna be scared of my

  • 1:00:54

emotional state when we actually are we lost i better just be bawling but no oh it's

  • 1:01:02

happy tears though i love that our artists put them in the poses that they are in the concept art

  • 1:01:07

for the the turntable of this but um obviously you know we've shown off a lot of different costumes and things of that

  • 1:01:13

sort um so i wanted to show this one we also have our still soul plate um which is coming around

  • 1:01:22

you know i think you've been seeing the progress of this one um we've been getting a lot of feedback in regards to it um obviously the goal is

  • 1:01:29

to make it kind of feel like it's like this encased ice armor that's really what i was going for when i designed it so

  • 1:01:35

we've continually added some more changes to this as we've we've moved forward and danny

  • 1:01:40

danny did this and did a great job with this set um it looks great it's looking good we

  • 1:01:46

have a turntable of it as well so you guys can see it in the 3d model

  • 1:01:52

even gave it a little pose which is so edgy and we made the sword and the you know the giant stuff glitter

  • 1:01:58

licks pickaxe definitely has a lot of edge a lot of edge a lot of ice edges

  • 1:02:03

i will be honest the edge lordy cosmetic sets are my favorite to design that's definitely uh my inner my inner

  • 1:02:11

goth vibes coming through speaking of which we have uh ras harbinger

  • 1:02:16

some of this is work in progress so just keeping that in mind that these are work in progress um images but we always like to show you

  • 1:02:23

guys the work in progress um as we move forward and continue to add new things uh we also have

  • 1:02:30

the turntable of this bad boy like i like it because in one of the i think

  • 1:02:35

the way that image was set up it looked really small in this just wait the reason why that's like

  • 1:02:40

that you're going to see something and you see something exciting that's why he's tiny um are you guys ready oh no i'm scared now

  • 1:02:48

so we try to tell you guys that we make a lot of variants from the different creatures that we create so that you experience different creatures in the

  • 1:02:53

world and we do show a lot of them every month but this one i'm just so excited to share with you all

  • 1:02:59

which is this guy he's so rapping

  • 1:03:05

wow yeah these are t-poses obviously um i can't wait to see that as like a

  • 1:03:12

group boss oh i can imagine some of the animations for people

  • 1:03:18

like carries them in the air and you have to like shake the hand to like get them off like

  • 1:03:23

oh so cool but yeah i'm really excited to see what the design team does with the with these um and of course the

  • 1:03:30

different variants this is this is keith kovac i believe who did this one

  • 1:03:36

it's looking good all right and i think we're ready to head on to our q a unless you have anything else you want

  • 1:03:42

to add on the character art side stephen or bacon bacon no just a lot of a lot of

  • 1:03:48

stuff coming out of the character our team uh chris atkins and uh jincy and danny and carson

  • 1:03:55

and manny um you guys are all doing a great job keith

  • 1:04:01

all doing an awesome job stuff's coming to life and it's it's awesome to see it getting into the game and in alpha this is really like uh stephen

  • 1:04:08

being a teacher seeing if he can remember all his students i know you start naming him oh now he's

  • 1:04:14

got to name everybody on that team i'm just messing with you um moving on

  • 1:04:22

to our q a of course we'll play like a little bit of a video in the background will sweetchat um try to get through as many as can i

  • 1:04:28

think i have about 30 something here so we'll go quickly absolutely um so we have pteranthraxis

- Q&A

  • 1:04:36

i'm sorry if i pr if i pronounce your names wrong uh talking about temporary mounts will players receive any kind of

  • 1:04:42

momentum by which to remember any of the amounts that can die or expire like in a

  • 1:04:47

dual core item oh um no uh once it's once it's gone it's gone

  • 1:04:57

you're just like um no questions i'm just messing uh half till gamer

  • 1:05:04

wants to know from our forums augments uh will we will i be selecting augments

  • 1:05:09

on a per skill basis or can i only choose one augment school for my whole build no you'll be you'll

  • 1:05:16

be selecting them on a per skill basis so the augments will stem from a few things from your secondary

  • 1:05:22

archetype selection from perhaps any organizations and or religions you're a part of

  • 1:05:27

and then as you as you have those selections available and you

  • 1:05:33

go across your individual active skill set that's derived from your primary archetype uh you'll have a selection of augments

  • 1:05:38

that will be applicable uh to different skills all right our next question is in regards to bounty hunting and this

  • 1:05:45

is from dante machiavelli i like saying the name machiavelli that's a great name isn't

  • 1:05:51

that from um isn't that from uh matrix no but then yeah it is for the matrix but

  • 1:05:58

um i thought machiavelli wasn't that um a sherlock holmes villain or something oh yeah oh yeah yeah yeah

  • 1:06:04

because i remember you know i remember that right it's from the star trek episode yeah something to do with the holodeck

  • 1:06:10

you've got to have something to do with that it might be wrong it might have been something else i don't know starts with that moriarty no that's more okay

  • 1:06:18

okay i was wondering i was like what is machiavelli i'm like i can't remember that um all right so this question is about

  • 1:06:24

bounty hunting and it is if multiple bounty hunters team up to try and take down corrupted players

  • 1:06:29

who gets the credit for the kill entire party or just the person who gets the last hit on them

  • 1:06:35

um for right now it's going to be the person who gets the last hit we may change that to any contributing damage

  • 1:06:41

source um but we'll see but for right now it's last hit okay and skyrie 02 wants to know about

  • 1:06:49

item previews well players who want to purchase things like mounts in a trade or auction be able to preview them

  • 1:06:56

before buying them so having like a little preview window that you can see

  • 1:07:02

right now that is not planned no so um if you if you have the ability to

  • 1:07:07

kind of see other players with it right or um you know see it as part of like

  • 1:07:14

caravans like that then you'll have insight but otherwise uh no there won't be like a preview section for player to

  • 1:07:19

play or trading or auction house do you think that's something that maybe down the line like past launch that we

  • 1:07:24

could maybe implement as like a ui maybe it's definitely not in the scope for

  • 1:07:29

pre-launch um but maybe afterwards hey man i'm just trying to you know no i have some questions for him he's

  • 1:07:36

trying to just keep the scope in range [Laughter] there's a character team killing me

  • 1:07:41

sorry go ahead jalon wants to know about music yeah i didn't mean interrupting you either um will intrepid own

  • 1:07:47

the distribution rights for the music made by bear mccurry for streaming dmca purposes

  • 1:07:53

uh yes the Ashes of Creation uh and Intrepid Studios will own the music

  • 1:07:58

of Ashes of Creation yeah and just so you all know um you know when we put out any music or put

  • 1:08:04

out any music in our game our plan is to not you know we want content creators to be able

  • 1:08:10

to create content utilizing our game so you know just dance yeah just message

  • 1:08:15

us and we'll try to resolve any of those problems if you do encounter any so just you know keep me updated and i will

  • 1:08:20

resolve it for you um but i'm usually pretty forward thinking on that front uh our next question is from

  • 1:08:26

awry site and they want to know about resistances will each monster have its own set of resistances and

  • 1:08:32

vulnerabilities or will the game feature specific types i like d d and pokemon

  • 1:08:39

um so monsters will have certain types of resistances right there will be counter play between how

  • 1:08:45

characters construct their skills and abilities with influences from types of uh resistance penetration

  • 1:08:52

uh and that will be a contested stat against the resistances of a particular

  • 1:08:57

monster right um not every monster is going to have unique resistances right they'll share

  • 1:09:02

groups of types of resistances based on you know whether that monster is a particular element

  • 1:09:08

affinity or a particular um uh you know heavy armor particular weapon

  • 1:09:15

type you know stuff like that so there will be resistances groups that are shared by certain types of monsters and their

  • 1:09:21

location and as it relates to their lower background and stuff like that okay and then nostra wants to know about siege

  • 1:09:28

scrolls is a siege scroll able to be modified once it's obtained if the like example if the node advances

  • 1:09:35

while we were questing to get to get the scroll itself no um the questing that is incorporated

  • 1:09:42

as part of attaining that particular scroll is very particular to the type of scroll you're attempting to

  • 1:09:48

acquire and that is inclusive not just of the materials required as part of that questing

  • 1:09:53

but also the time associated with completing that quest because we want there to be a reciprocal relationship between

  • 1:09:59

how much time it takes to stand up a a node of the particular size and the types of quests that are required in

  • 1:10:05

order to attain the seed scroll so there won't be a back there won't be a method by which you can

  • 1:10:11

first attain a scroll for a lower level node and then increase or augment or change that scroll after you've completed the quest

  • 1:10:18

you'll have to go through a new quest again uh for the type of level of node you want all right

  • 1:10:24

and continuing the siege uh trend we have grilled cheese mojito which i think is an epic name also sounds kind of gross

  • 1:10:31

like i'm not sure i'd want to go cheers i like grilled cheese but i like mojitos but i don't know if i want them together that just

  • 1:10:37

sounds i like grilled cheese and tomato soup oh yeah um i want that i think i might

  • 1:10:42

be that i think i have that for lunch stephen and i have a meeting after the

  • 1:10:48

stream later today we will be eating our grilled cheese in tomato soup um our question here is what will you do

  • 1:10:55

or what will you do if anything to ensure balance between sides of a siege

  • 1:11:02

um well that's an interesting question so do we as the

  • 1:11:10

developers want to ensure balance um

  • 1:11:15

not necessarily i mean obviously there are points of balance that we want to incorporate such as the defense

  • 1:11:21

mechanisms that the defenders have the types of buffs that are acquired through completing the to killing the

  • 1:11:26

bosses or capturing control points um the stages before a siege when it comes to

  • 1:11:32

those node progressions in the preceding weeks those are all going to be balanced considering all things being equal

  • 1:11:39

between the two sides but obviously we're not going to control the state of gear acquisition that one

  • 1:11:45

side might have as an advantage over the other right there might be a much better geared team over there there might be a much

  • 1:11:51

better um coordinate a coordinated team there might be a higher number of individuals

  • 1:11:58

who are part of the attacking or the defense right those are those are components that we aren't necessarily going to like

  • 1:12:04

you know put on railroads so to speak but the the aspects of design that we

  • 1:12:10

can talk about like the hit point health of a particular wall or door or you know mercenaries that can be

  • 1:12:15

hired what's their cost you know what's their damage output those are things yes we're going to balance but

  • 1:12:21

obviously anything that's player dependent or that is that has player interaction and activity and

  • 1:12:26

determination you can't always balance and you don't want to balance those aspects right you leave those to the players um to

  • 1:12:33

kind of coordinate and then obviously you know kind of like to follow up on that

  • 1:12:38

um when it comes to more like competitive like guild versus guild things or arena stuff

  • 1:12:44

um will we have some type of ranking system for those um that would be implied for

  • 1:12:50

tournament style stuff absolutely yeah so um the server will keep a record of guild's performance and

  • 1:12:56

the guilds like win loss rate for guild wars and you know other types of competitive

  • 1:13:02

either even pv on the pve side when we talk about completion of content and um you know the first to down a world

  • 1:13:09

boss or you know those types of things will be kept as part of a record for guilds and or nodes and citizens and

  • 1:13:15

stuff like that you know um it's always fun to see i think as a player

  • 1:13:20

your accomplishments get displayed as part of that server history right and to keep a record of those things

  • 1:13:26

uh that's always cool to have available to you um yeah our next question is from acareto i

  • 1:13:32

don't know actually i don't know why i said it like that but um and uh their question is about

  • 1:13:39

corrupted areas if the corruption in an area is not fought back by players how far can the corruption grow that's a

  • 1:13:46

very good question um there are certain

  • 1:13:52

effects that can happen in a world that does not have a proper response from the player population

  • 1:13:58

and that's the whole idea behind um you know these events that can happen

  • 1:14:04

that you know feel like these are natural world progression events if if corruption

  • 1:14:09

starts to show itself as a response as a push back to the player's development of nodes in the world itself

  • 1:14:16

you know there are certain things that can happen such as the spawning of of dragons or hordes of zombies that are

  • 1:14:23

going to come out and attack those installations those nodes those points of interest and and players that

  • 1:14:30

don't communities that don't respond to those in an effective way might see the disabling of certain

  • 1:14:36

services the reduction of certain quest lines for particular organizations you know the idea is to keep this as

  • 1:14:43

part of a a believable

  • 1:14:49

living response from from the from the world so those can get pretty significant the

  • 1:14:56

bad effects that can happen for for the community and bacon you're going to have fun making all those environments for

  • 1:15:03

as they we already started we have we have a few of them right now

  • 1:15:08

an alpha one yeah this looks great yeah yeah that element looks looks amazing yeah so if you guys look

  • 1:15:15

back i think a few streams ago we showed some of the hotbed area and that's an example of how

  • 1:15:20

corruption starts seeping into the world as a starting point right and um you know there's going to be

  • 1:15:26

abilities for that to progress and move forward and activate spawners of certain types of enemies around a nude and

  • 1:15:33

you know get players to respond to that yep our next question is from kodu and

  • 1:15:39

they want to know about respawn will non-corrupt players always respawn at the closest respawn

  • 1:15:45

point or will they have a choice of where they can respawn it's going to be closest you won't have

  • 1:15:51

a choice on the respawn however with that being said certain events may disable

  • 1:15:57

respawn points uh based on proximity to the event and might respond players further away

  • 1:16:03

and that has to do with the lore behind you know death and resurrection and what it means

  • 1:16:08

to have your soul connected as a conduit of that um you know spark of life given from the

  • 1:16:15

goddess of creation being that phoenix type of avatar and if corruption has moved into an area

  • 1:16:21

and an event has started you know that the access to those kind of

  • 1:16:26

ley line oriented respawn points may be obscured might not be accessible so that

  • 1:16:33

could create some some additional distance that needs to be traveled as part of these types of events that's

  • 1:16:39

cool i love living breathing world stuff it's just it gets me excited um this next question is going to be for

  • 1:16:45

both of you um so kind of think of your answer but stephen you can kick it off with the first answer and then give bacon time to think about his response

  • 1:16:52

it's from cornelius and they want to know it's kind of in regards to alpha one as a whole if you had to choose one thing to be as

  • 1:16:59

good as possible for alpha one from your perspectives uh what would it be and stephen if you

  • 1:17:04

can kick us off um i would say probably super

  • 1:17:10

performance um you know that's obviously alpha one as we've said many times is a very technical alpha

  • 1:17:16

we've stood up a lot of the core systems um but one of the primary focus focuses

  • 1:17:23

one of the primary focuses is vetting the fundamental architecture of how the networking component of the of the

  • 1:17:30

world of the game itself is going to exist so that foundation is strong and secure moving forward

  • 1:17:36

and we can build upon that right um so you know it bodes very well i think for

  • 1:17:41

some of the um activities that we have been seeing and we can take those then to scale

  • 1:17:47

further uh but you know vetting vetting that the basic needs of our networking are met

  • 1:17:54

and that you know we feel confident moving forward and building upon that is probably the most important aspect of

  • 1:17:59

alpha one you know the front-facing kind of um

  • 1:18:04

you know uh visuals aren't really the focus uh content

  • 1:18:11

is not really the focus uh even even combat in its current form um i wouldn't

  • 1:18:17

say you know is what you should be expecting come launch right um so those things are going to have a

  • 1:18:24

lot of changes that occur over the different testing periods as we move through them as we've continued to

  • 1:18:29

flesh them out as we as we uh you know determine what all of those core gameplay loops are going to

  • 1:18:36

look like in their final state um you know i wouldn't look to alpha one to represent that

  • 1:18:41

uh to any player that's thinking oh what what is ash is going to be when it launches uh but instead you know this really

  • 1:18:47

gives us you know we've taken this transparent development process thing to heart meaning that you guys get to watch every

  • 1:18:53

step of the way as we develop the game and you know for me being an a gamer as

  • 1:18:59

an outsider to the industry when i started the company that was such an important thing because

  • 1:19:04

i want other people who don't have the insight what it takes to make mmorpgs

  • 1:19:09

to to watch this process and you know we've had obviously our fair share of flak from the from the beginning and we

  • 1:19:14

still have that today but at the same time you know there's a lot of very passionate developers that

  • 1:19:20

are part of the intrepid team that are working day and night to make sure that this game lives up to the expectations that we as developers and

  • 1:19:26

that our community has as well so the technical components of alpha one are

  • 1:19:32

really the focus establishing kind of what the foundation for us as a team moving forward is

  • 1:19:38

that's the primary focus for you bacon if you could pick one thing then you

  • 1:19:44

want it to be as good as possible what would it be well i mean like steven just mentioned

  • 1:19:49

like it's not really about as good as possible at the moment i mean for me it's like

  • 1:19:56

it was putting enough components in place where we have a clear direction as far as like where we're moving

  • 1:20:02

forward in terms of our technology like the node system specifically like i'm very happy

  • 1:20:09

not with its finish state but the components are starting to come together in a way that

  • 1:20:14

we hadn't had them before um where we're starting to answer the questions

  • 1:20:19

and starting to implement some of the systems around like the roads because the roads are going to

  • 1:20:25

like switch out with the node system and the content around it and the nodes themselves and you know

  • 1:20:30

how it's going to work with the terrain um you know how we're going to have a dynamic system

  • 1:20:36

and we did a lot of r d work um as far as i mean we've had iterations of

  • 1:20:41

it you know from the beginning you know but i felt like last summer we really hit on

  • 1:20:48

this is where it really is going now like we know for sure like we were saying okay this is this is starting to

  • 1:20:53

really work and those course systems even though they're not fully realized but

  • 1:21:00

the framework is starting to get put in place that we're really starting to see that element of it coming together

  • 1:21:06

and i think that's really exciting and it's also exciting like i was mentioning with the races um you know seeing those actually start

  • 1:21:12

to really kind of you could feel them start getting gravity to them where they're

  • 1:21:17

okay that really is what the race is going to be you know this is what this race is going to be um and then that's going to it's and

  • 1:21:25

then does uh counterpoint would be the other races and as they come together we know

  • 1:21:30

okay we have this race over here we have this race over here they're really solid and so these ones you know this is what

  • 1:21:36

we need to do to get them there you know and then and road the road map is really starting to all

  • 1:21:42

fall together so that that's that's probably the and so even though it's it's not perfect

  • 1:21:47

but that was what the objective was uh for apple one and and i feel really good kind of like

  • 1:21:52

where we're at now as far as we know where we're going so and um i think

  • 1:21:57

a lot of those systems the system in general is it's starting to look really nice so uh yeah i think that you know

  • 1:22:03

there's still a lot of work a lot of performance stuff that we have to address especially yeah the dynamic

  • 1:22:12

uh sense of it you know it's just it just requires so much to build out you know to get that to

  • 1:22:18

really work you know properly and i'm just feeling really good that those pieces are really starting to come

  • 1:22:23

together and to piggyback a little bit on vegans referring to with regards to kind of how nodes progress

  • 1:22:29

right i think nodes as a system obviously is the backbone of the game and very early on one of the

  • 1:22:37

first things we tackled with regards to nodes was the code behind how nodes collect experience from players

  • 1:22:44

how they propagate you know and it was a very manual process so to speak right

  • 1:22:49

like you know design an environment how to lay down each individual prop and building and you know essentially

  • 1:22:57

then you know hide all of those things and activate them based on how the code then you know contributed uh experience from

  • 1:23:04

from our managing our our server admin and our grid right basically allocating that experience to

  • 1:23:10

particular nodes and so it wasn't a process that was scalable especially considering that we have a

  • 1:23:17

103 different node locations that are intended in the full world and each of those has to be

  • 1:23:23

unique we don't want to have this cookie cutter templated you know process so you know uh bacon and

  • 1:23:31

roy you know they worked on creating uh essentially this this tool that allows

  • 1:23:36

for more uh even though it's curated by the design team on how they want platforms

  • 1:23:42

to procedurally generate each node's individual appearance so that no node looks the same

  • 1:23:47

and you have this kind of unique identifying properties and the layout of a particular node across the world

  • 1:23:54

right that was the big like pie in the sky okay we need to get that system up and running and as bacon was saying

  • 1:23:59

like last summer we had the the basics of that system start to come online so that we could now create a

  • 1:24:06

more procedural method even though it's curated from you know parameters that are set by design and how they want you know

  • 1:24:12

uh prop placements to occur in particular chunks of these platforms you know all of that stuff was starting

  • 1:24:17

to come online and in a way that was manageable both from the environment and design side

  • 1:24:22

to let these nodes now live uh in a system that's going to be the end result system

  • 1:24:28

of when we actually have the entire world built um so that's i think a really cool component because as

  • 1:24:33

you know as as bacon has said like nodes were a big question mark um you know for

  • 1:24:40

how we want these to look and feel and they need to hit the kind of expectation that we have

  • 1:24:45

um you know uh not just having these these same node living everywhere in the world

  • 1:24:52

if you want to uh go check out our dev diary series we actually did kind of a node tool uh kind of detail

  • 1:24:59

video on that if you want to kind of see how the system works on a little bit on the back end and

  • 1:25:04

kind of from what like a grayscale element of like the different races and how you walk through that

  • 1:25:09

um definitely go check it out because it's kind of a need to behind the scenes development um kind of walk through of some of the

  • 1:25:16

stuff earlier on and then being able to now see it in game that i'm sure some of you have experienced even as

  • 1:25:22

we've leveled up nodes um has been really exciting for us um that was a very long answer to that

  • 1:25:27

question so i'm gonna try to rush through a few more uh so i'll answer this next one really quick which is from

  • 1:25:33

neurotoxin in regards to our career fair uh can we share any updates or plans on that and obviously we will share details

  • 1:25:38

on that and we'll make it very clear of where when and how you can partake in that if you're interested or if you want to come down to san diego

  • 1:25:45

area and partake in that but right now i don't have like the full details but once we do we will

  • 1:25:50

we kind of want to get our office situated and be ready to kind of have guests come before we we

  • 1:25:55

fully go into that our next question is from valinia who wants to know about alliances how many guild alliances

  • 1:26:03

can your guild be part of

  • 1:26:08

so sorry i know we're running over so i had to answer critical questions like i'm sorry what was that last question that's fine uh this is in regard to alliances how

  • 1:26:15

many guild alliances can your guild be a part of that's a good question i think

  • 1:26:20

i think right now um previously we may have had a different answer for that but um right now we're thinking of having three

  • 1:26:27

guilds that can join an alliance in addition to your your guild so total of four

  • 1:26:33

um but that is obviously subject to change as we actually implement the alliance system right

  • 1:26:39

and that is you know going back to your previous question how are you going to ensure balance that's also a component of balance right we don't

  • 1:26:45

want to create a scenario where you know we're encouraging an imbalance in power on a particular server and

  • 1:26:53

part of that dynamic is incorporating you know guild limitations and alliance limitations um now

  • 1:27:00

obviously you can get past that i've been a guild leader in the past for many many years and i've had very large guilds and you know you kind of have to like create

  • 1:27:06

you know these sub guilds or so to speak we don't want to call them like the secondary guild because then nobody wants to join the secondary guild and

  • 1:27:12

they all want to get the benefits and the passive abilities that the primary guild you know is capable of creating so i

  • 1:27:18

mean what that does is it facilitates an interaction that allows for potential splintering

  • 1:27:23

for drama to occur for you know people to you know get upset or whatever in the guild and and that can help to manage a little

  • 1:27:30

bit of the scaling of large guilds it can also be an administrative nightmare i mean you know as a guild

  • 1:27:35

leader i hated having to deal with you know multiple guilds that i had to construct so

  • 1:27:40

we want to keep we want to keep the guild limit membership number you know maintainable

  • 1:27:46

and that also plays into alliances because alliances confirm benefits on associated guilds that are part of that

  • 1:27:51

alliance um so right now it's for but that's entirely subject to change all right and of course the chat has

  • 1:27:58

been sharing their opinions and we'd love for you to share yours over on the forums too um leon wants to know about flying mobs

  • 1:28:05

how will flying mobs be handled considering the limits on who has access to flight versus gliding

  • 1:28:11

so flying monsters um are not really going to be a thing from a

  • 1:28:17

content perspective like yes we will have flying monsters but essentially what that means is like

  • 1:28:22

there's going to be rotations either in the behavior tree that might make them inaccessible to targets or they might do some like swooping

  • 1:28:29

attacks they might come and land on the ground and fight you but generally monsters are going to be accessible from

  • 1:28:34

on the ground so we're not creating content for the limited number of individuals who are going to have access to a flying mount right our

  • 1:28:41

flying mounts are only going to be accessible from kings and queens of castles and like mayors of metropolises of which

  • 1:28:47

you know servers generally going to see at any given time less than 20 people who have access to

  • 1:28:52

fully flying mountains so in that regard we're not going to have content that's created for those 20

  • 1:28:57

people to engage in flying aerial combat so to speak um but we will have like you know mounts

  • 1:29:03

that are up and hovering and like flying off the ground and as i said they'll come and swoop or like land and stuff like that like right now we have you

  • 1:29:09

know one of the dragons um uh does a lot of flying mechanics where he flies up and he's like inaccessible

  • 1:29:16

he does like a dragon but then he comes down and he lands and does like a little shock wave and stuff like that so there's stuff incorporated from a flying

  • 1:29:22

perspective but it's not an entirely aerial combat thing okay speaking of flying i got a little

  • 1:29:27

flying toast coming in uh with some uh clarification the question was how many alliances you

  • 1:29:34

could be in not how many guilds in only one you can only be in one alliance actively

  • 1:29:39

there you go um skerens wants to know about weapon progression if i do a wield

  • 1:29:45

will i get xp skills from both weapons so dual wielding will have its own

  • 1:29:52

weapon uh progression actives right and and sometimes that'll share based on the types of weapons that you're dual

  • 1:29:58

wielding right um yes i think that answers that question

  • 1:30:04

i have quite a few more how many do you want to how many more would you like to go through stephen how many do we have left he's like 17

  • 1:30:11

holy smokes let's do seven more okay seven more uh high kaiju wants to know about stats

  • 1:30:17

will there will there be more niche stats in addition to basic ones

  • 1:30:22

for instance increased healing received from allies increased armor penetration etc

  • 1:30:28

oh yeah there's going to be a very wide well yeah um not just necessarily a passive system

  • 1:30:33

so passive system is going to play off of those particular derivatives those particular stats right but there's a

  • 1:30:39

wide range of available stats that get that get waterfalled off of your primary

  • 1:30:45

attributes and there are six primary attributes and each of them stems out into these waterfall type derivative stats

  • 1:30:51

um but there's a wide arcing number of influences that come out of those attributes absolutely

  • 1:31:00

okay and i accidentally removed that our next question is from casseria who

  • 1:31:06

wants to know about housing decor can we use weapons or shields with cosmetic skins on them

  • 1:31:12

as decoration in our freeholds there's there's for sure going to be certain uh home decor items that

  • 1:31:20

are weapon uh in nature right whether those be like what i think we have some of them

  • 1:31:25

already in there cross swords with shield that kind of stuff exactly yeah um

  • 1:31:31

and then whether or not those those actual decor items are going to be specifically related to in-game weapons

  • 1:31:37

that you can't equip i'm sure that we will have um certain decor items that will be representative of unique weapons that

  • 1:31:42

you can then that you will have available to equip and achieve in game all right magic man wants to know about

  • 1:31:49

ui will there be any options to adjust target visibility such as swapping the circle around

  • 1:31:54

a target's feet for something different um different reticles well these would

  • 1:32:01

be targeting templates right um i think he's talking about um yeah i think that that's not outside of

  • 1:32:08

the realm of what we're trying to achieve with customizing ui um i think there might be there's going

  • 1:32:14

to be options for the reticle there's likely going to be options for the targeting templates and decals

  • 1:32:21

that players can swap between yeah okay um and then unknown one wants to

  • 1:32:27

kind of talk a little bit more about corrupted areas will there be any areas in the world that are so corrupted that if a player

  • 1:32:33

stays there they will slowly gain corruption themselves uh no there will not be any areas that

  • 1:32:39

confer corruption onto a player every hole wants to know about systems

  • 1:32:46

she didn't put the full name there are there any mechanics such systems you wish you could have

  • 1:32:52

implemented from any another game but uh couldn't do to technical

  • 1:32:57

workload or other reasons yeah um i would love it if

  • 1:33:04

we could have uh essentially spaceships that you fly out into different planets and like snaps

  • 1:33:12

just kidding that would be cool not gonna lie i love space a lot

  • 1:33:19

yes that'll be like expansion of bajillion when you know she takes you to a new plant

  • 1:33:24

planet i'm just totally joking oh no i'm so trolling

  • 1:33:30

i hate it i'm sorry uh i don't know of any let me think is there a system in particular that i'm like ooh i'd love

  • 1:33:36

that and then decided not to um not off the top of my head i'm sure there's stuff that

  • 1:33:42

you know i've enjoyed have you seen the amount of systems i feel like steven just said yes yeah i know that is not true i've said

  • 1:33:47

no to many things i know just and i've maintained consistency in our systems and designs

  • 1:33:53

so that they are you know we're not doing scope i'm just trolling you buddy i know uh the duke wants to know about gear

  • 1:34:00

will there be stat requirements to equip gear so you have to have like a certain amount of strength to be able to put on

  • 1:34:06

some armor or anything like that yeah that's a cool question that came up a long time ago on the design side

  • 1:34:11

whether or not we wanted to incorporate certain types of restrictions for items like that we decided no that you know obviously we

  • 1:34:18

have level requirements that are going to be apparent that are going to be um applicable for particular types of

  • 1:34:23

gears there's going to be affiliation requirements that is uh for certain types of gear as well

  • 1:34:30

but from a stat perspective uh we decided not to go down that route and and the only reason for that is we

  • 1:34:37

don't want to shoehorn people into particular types of builds right um and stats relate to

  • 1:34:42

those particular types of builds because there's a lot of versatility that exists within our class system um you know they don't have to play it

  • 1:34:49

per se and that kind of lends itself to a meta it's like oh you're a tank where you you know you have to tank constitution and if you don't take

  • 1:34:55

constitution you don't get access to this really cool tank breastplate you know stuff like that like it just it's

  • 1:35:00

it can feel a little too restrictive when you start to dictate from a stat perspective how a character

  • 1:35:05

must build their you know a player must build their character all right and vera lord is our final question

  • 1:35:12

today asking about titles are there plans to have any unique titles that only one person can obtain

  • 1:35:18

um obviously we have like mayorship and all kinds of stuff yeah we've had that

  • 1:35:23

question before there's certain organizations there's religions there's mayor there's kings and queens there's guild leaders there's

  • 1:35:29

guild officers like all of those can incorporate particular types of titles that grant you access to certain things um

  • 1:35:37

and and you know that's part of our risk versus reward that's part of our not everybody gets a trophy like these are these are achievements

  • 1:35:44

that we want you to strive for and there's you know there's plenty of those types of achievements within the game because

  • 1:35:49

there's lots of nodes and there's lots of different pseudo factions that exist that you get to kind of identify and say oh i'd like

  • 1:35:56

to do that particular thing very well and better than others um and you can strive to do so so yes

  • 1:36:01

they're absolutely one more because obviously that one we've kind of answered and i knew the answer was right away but i do want

  • 1:36:07

to ask it uh roni uh uh pony wants to know about monster coins will monster coins allow you to

  • 1:36:13

take part in events on servers other than your own server no um the monster coins allow you to

  • 1:36:20

participate in events only on your server um yeah we haven't really gotten into

  • 1:36:25

the cross i mean i don't know crossover stuff there might be like crossover types of

  • 1:36:31

arenas that we institute maybe i don't want to i don't play any promises this is kind of like a stretch goal or at

  • 1:36:37

least maybe could could come afterwards where you know we have we have ladder oriented

  • 1:36:43

activities that exist within particular servers and those you know one of those obviously systems is the arena system but

  • 1:36:49

i've always thought it would be really cool if there's a way that like at the end of a particular period and you had like some

  • 1:36:54

top number of people for your server who were who were at the head of that ladder if

  • 1:37:00

they could participate in like a cross realm um competition or

  • 1:37:05

olympiad of sorts and then if the if your server wins like they get a server-wide buff for some period of time and they're

  • 1:37:13

like the you know dominance i think that would be really cool um but we don't have that in the plans for launch

  • 1:37:19

so maybe we'll see it maybe we won't um but of course everything is subject to change as we move forward we're always going to

  • 1:37:25

be taking y'all's feedback in into effect and of course as we do more testing we might

  • 1:37:32

decide something needs to be adjusted and we usually try to our best to share those updates with you all

  • 1:37:37

um or if something changes you know we try to let you guys know um reminder that we do have our new

  • 1:37:43

discussion and guild gathering coming up in july so please partake in those they very much help our teams and of

  • 1:37:49

course we have our july cosmetic swap over and uh pre-order packages coming on july 7th

  • 1:37:54

as well as there's an alpha one spot test happening today from 2 30 p.m to 8 30 p.m pacific obviously subject to

  • 1:38:00

change um with an upcoming test on july 1st uh from 11 a.m to 5 p.m pacific also you

  • 1:38:08

know we keep you guys updated be sure to check out our uh alpha 1 preview forums as well as

  • 1:38:13

discord to keep up to date on the latest information i'm just telling you what is of friday what what information i

  • 1:38:20

have um so if you're watching this later today a test today might be pushed tomorrow by the way those of you testers

  • 1:38:27

watching we may push that to tomorrow there's a couple of issues we're trying to address right now all right and of course we'll be putting

  • 1:38:34

this video up on our youtube channel youtube.comcreation so definitely go check it out over there we have all of

  • 1:38:39

our videos we try to keep everything nice for you we also put them up on all of our social channels as well as

  • 1:38:44

on our news we try to keep you up to date with everything so whatever social platform you prefer

  • 1:38:49

we try to be on it twitter facebook instagram we even post on like the reddit that's run by our community

  • 1:38:55

we try to just keep you up to date in all of the places so there's never a place that doesn't have information about the latest information latest news

  • 1:39:01

so uh just keep on track over there and of course we'll be sending emails out through our newsletter so you can sign up for that over on our

  • 1:39:09

website and i think that's all i've got do you have any final words that you'd like to say thank you again

  • 1:39:14

to bacon for being on your face thank you thank you megan bringing us cats lots of cats

  • 1:39:21

no just wanna just want to thank everybody for tuning in obviously as you guys know we we love our community we love our testers we we love sharing with

  • 1:39:28

you guys the progress for asheville creation we're very grateful for you guys tuning in and giving all of your commentary and feedback and

  • 1:39:34

um you know that's what makes this process uh so enjoyable for all of us that are developing the game is watching your guys's response to the

  • 1:39:40

development to the to the progress that we're making and we love all of you guys out there for tuning in thank you very much

  • 1:39:46

we really appreciate it of course we'll see you all next month for another development update that one

  • 1:39:52

might be more of like a play session right oh maybe i'll just play with you guys for an hour so you can see that's

  • 1:39:57

too early yes absolutely all right we'll see you guys next month we hope that you have a

  • 1:40:03

wonderful weekend and we'll see you on the flip side bye everybody

  • 1:40:12

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