Talk:2023-01-27 Livestream

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Intro

  • 00:00
Yeah.
  • 00:20
Hello and welcome to our
  • 00:21
glorious ashes of creation.
  • 00:23
January development update.
  • 00:25
It's our first stream of the
  • 00:28
year.
  • 00:30
Isn't that crazy?
  • 00:32
That is very crazy.
  • 00:34
I was just talking with you the
  • 00:36
other day actually about how it
  • 00:38
feels so long since we've had a
  • 00:40
live stream.
  • 00:42
Yes, it has been, well, it's
  • 00:44
because the months, so we have
  • 00:46
like a little bit of a
  • 00:47
situation whenever it's
  • 00:48
December and November, it's
  • 00:50
like everything is so fast and
  • 00:51
they're back to back.
  • 00:52
And then when it gets around the
  • 00:54
time for January, everything
  • 00:55
feels super long because we
  • 00:58
have been doing this for a long
  • 01:00
time.
  • 01:01
And when we were doing our live
  • 01:02
stream, it was making me sad.
  • 01:03
I went like the week beyond the
  • 01:05
normal cadence for me and I was
  • 01:07
just like something feels off.
  • 01:09
Well, now you're back and
  • 01:11
everyone gets to see our faces.
  • 01:14
But that's not why you're here.
  • 01:16
You want to see the tank.
  • 01:18
You want to see some tanking and
  • 01:20
some spanking.
  • 01:22
We'll definitely be showing you
  • 01:23
some of that.
  • 01:24
We'd like to thank everyone
  • 01:28
who's been watching us.
  • 01:30
I was like, thanks for joining
  • 01:32
us.
  • 01:34
But of course, you know, as a
  • 01:36
reminder, like we're here again.
  • 01:38
I'm Margaret Crone, I'm your
  • 01:40
director of communications.
  • 01:42
I got a title of achievement
  • 01:44
unlocked.
  • 01:46
And then of course with me as
  • 01:48
always is Stephen Sharif, our
  • 01:50
creative director.
  • 01:51
I hope you're doing well.
  • 01:52
It's been, you missed
  • 01:53
everybody.
  • 01:54
They've missed you.
  • 01:55
I know.
  • 01:56
Yeah, I've been doing great.
  • 01:58
I'm glad you're here.
  • 01:59
This has probably been our most
  • 02:00
productive January I think
  • 02:01
we've ever had as a company.
  • 02:03
A lot has happened a lot.
  • 02:05
I know.
  • 02:07
Especially I'm just like, it's
  • 02:09
Yeah, usually sometimes for
  • 02:11
studios, it can take a week to
  • 02:13
get back in the saddle again.
  • 02:14
But I feel like we hit the
  • 02:16
ground running.
  • 02:18
Day one was like, let's go.
  • 02:19
Yes.
  • 02:21
But I think everyone was
  • 02:22
refreshed.
  • 02:23
We got a lot of cool stuff to
  • 02:24
show off.
  • 02:25
And of course, we're working on
  • 02:26
a lot of stuff that you're not
  • 02:28
going to see here.
  • 02:29
And we'll give a little teasers
  • 02:30
of some stuff that's coming up.
  • 02:31
But of course, to remind you of
  • 02:33
what you're going to see today,
  • 02:35
we are going to go through some
  • 02:36
quick reminders.
  • 02:37
They're super quick.
  • 02:38
And then we have our tank
  • 02:39
update.
  • 02:40
We'll get right into it.
  • 02:41
We know that's why you're here.
  • 02:42
And then we have our character
  • 02:43
art and studio update and
  • 02:44
questions and answers.
  • 02:46
And look at this overlay.
  • 02:47
Mike Vecchio bringing it in.
  • 02:49
Some new overlays for the new
  • 02:51
year.
  • 02:52
It's getting, you know, little
  • 02:53
Ashes of Creation fantasy
  • 02:55
vibes.
  • 02:56
We hope that you like it.
  • 02:58
Let us know what you think.
  • 02:59
We always try to take the new
  • 03:00
year, at least my team.
  • 03:01
We do like a refresher.
  • 03:02
So you'll see a lot of cool new
  • 03:03
assets coming down the line for
  • 03:05
all of our social stuff.
  • 03:07
And I know they're working on
  • 03:09
some fun things.
  • 03:10
So stay tuned on that front.
  • 03:12
But with that, we're going to go
  • 03:14
over our comment spotlight,

Reminders

  • 03:16
which I think we need to grab
  • 03:19
from the thing about quick.
  • 03:22
Let us see.
  • 03:28
We have our cosmetic swap over
  • 03:30
that's happening.
  • 03:31
So I'll just remind you guys
  • 03:33
that the Featherstone Royal
  • 03:35
Expedition goodies are
  • 03:37
available.
  • 03:39
They will be swapping over soon.
  • 03:40
So if you would like them, make
  • 03:42
sure that you get them before
  • 03:44
11 a.m. Pacific on February
  • 03:45
8th.
  • 03:48
And those ones I got to design,
  • 03:49
which was really cool.
  • 03:51
Reminder that these are kind of
  • 03:52
NPCs that you'll see in the
  • 03:53
world, creatures that you'll
  • 03:54
see in the world.
  • 03:55
They are, you know, tied with
  • 03:57
the lore that we have going on,
  • 03:58
which is pretty exciting.
  • 04:00
And of course, we had our
  • 04:02
comment spotlight, which I'm
  • 04:03
going to swap over to.
  • 04:04
If you would like to be our
  • 04:06
comment spotlight, you can head
  • 04:07
on over to our YouTube channel,
  • 04:08
subscribe and leave a comment
  • 04:10
on this development update.
  • 04:11
So it's going to be January
  • 04:13
development update, the one
  • 04:14
that's titled that, which will
  • 04:15
go live on Saturday.
  • 04:17
But our question here, well,
  • 04:18
it's not, it's a comment plus
  • 04:20
question.
  • 04:21
I have been wondering how you
  • 04:22
will capture the storytelling
  • 04:23
from a casual point of view.
  • 04:27
A lot of the times where people
  • 04:29
reflect on what has happened in
  • 04:31
the MMO is by watching trailers.
  • 04:32
Arguably, in this person's
  • 04:34
opinion, one of, if not the best
  • 04:36
trailers out there is the Star
  • 04:38
Wars, the old Republic one,
  • 04:39
where they spend tons of money
  • 04:40
on capturing an audience through
  • 04:42
some phenomenal trailers.
  • 04:43
Are you looking to do the same
  • 04:44
or what kind of trailers can we
  • 04:45
expect from Ashes of Creation?
  • 04:47
And this is from Actually E-Pod,
  • 04:49
which, yeah, I have thoughts on
  • 04:51
this, but I'll leave it to you
  • 04:53
first, Stephen.
  • 04:55
So, Sotor, I thought did a
  • 04:56
great trailer and story and
  • 04:59
voiceovers.
  • 05:00
I thought all that was great
  • 05:01
with Sotor.
  • 05:04
You know, we're an independent
  • 05:06
studio.
  • 05:07
We'll start there.
  • 05:08
We'll just start there.
  • 05:09
With that being said, there are
  • 05:11
certain budgetary requirements
  • 05:13
in order to afford very, you
  • 05:15
know, high-end cinematics and
  • 05:18
voice actors.
  • 05:19
Probably not getting a blur
  • 05:21
trailer, if that's what you're
  • 05:22
asking.
  • 05:23
But we're going to be using
  • 05:24
that money to do that.
  • 05:26
Exactly.
  • 05:28
And what that means is how we
  • 05:30
want to implement on that front
  • 05:34
is really going to be in engine,
  • 05:36
in game, how we capture those
  • 05:38
scenes, how we capture those
  • 05:39
elements of story.
  • 05:41
And the good thing is, is that
  • 05:42
from a lore narrative and
  • 05:44
questing perspective, we have
  • 05:45
some functionality and tools
  • 05:47
that we're going to be utilizing
  • 05:49
to help tell the story from the
  • 05:53
story.
  • 05:55
And that story is derived from
  • 05:57
player action, from community
  • 05:59
engagement, from the social
  • 06:01
interactions and decisions made
  • 06:02
along these different story arcs
  • 06:04
that can occur.
  • 06:05
And each server is different.
  • 06:06
So not, you know, spending that
  • 06:07
amount of money or that amount
  • 06:09
of resources on creating these
  • 06:13
bespoke, very well-done
  • 06:15
trailers, we would have to
  • 06:17
create a lot to kind of show how
  • 06:18
certain story arcs, what the
  • 06:20
outcome looks like in
  • 06:23
different ways these story arcs
  • 06:24
can end, depending on what the
  • 06:25
players do.
  • 06:26
So we're going to leverage tech
  • 06:28
that captures kind of at the
  • 06:30
moment when something server
  • 06:32
first is done in the story arc,
  • 06:33
and those will be recorded on
  • 06:35
these memory fragments that
  • 06:38
players can collect within the
  • 06:40
game through their experiences
  • 06:42
and relive potentially through
  • 06:44
the cinematic that would be in
  • 06:46
game recorded, how an event went
  • 06:47
down, how a boss was killed, how
  • 06:49
a story arc ended, and how
  • 06:53
that story arc ended and how
  • 06:55
that story arc ended.
  • 06:56
And they can collect those
  • 06:57
things throughout that server's
  • 06:59
life and history, which I think
  • 07:01
is a really cool way to tell
  • 07:02
the story of the server, the
  • 07:04
history of the server.
  • 07:05
I think that's super cool.
  • 07:07
And that's kind of how we're
  • 07:09
going to acquire it.
  • 07:10
It's really going to be meant to
  • 07:12
portray in-game and also based
  • 07:14
on what the players did.
  • 07:16
Margaret, I don't know if you
  • 07:18
have thoughts on that.
  • 07:19
That's more like in-game
  • 07:20
cinematics.
  • 07:23
We're going to be doing some
  • 07:25
fun videos for Alpha 2 and Beta
  • 07:27
1 and Beta 2, and of course our
  • 07:28
launch is going to be a big
  • 07:29
deal for us.
  • 07:31
We will be doing lots of video
  • 07:32
snippets and goodies that we
  • 07:34
will be sharing and showcasing.
  • 07:35
So we'll definitely have
  • 07:37
trailers.
  • 07:39
They might not be blur level
  • 07:40
trailers, but we will do our
  • 07:41
best to make some really sick
  • 07:43
stuff that gets people hyped.
  • 07:44
And we'll probably, you know,
  • 07:46
from a marketing perspective,
  • 07:47
advertise in some spaces in
  • 07:49
order to get people excited
  • 07:50
about certain content pieces
  • 07:53
that we're going to be doing.
  • 07:55
So we will definitely put, we're
  • 07:57
saving our marketing budget for
  • 07:58
the right spaces, for the right
  • 07:59
places.
  • 08:00
We'll be doing a lot of content
  • 08:01
creator stuff, as you all know.
  • 08:02
We do have a content creator
  • 08:04
program that is open.
  • 08:05
It's currently in application
  • 08:06
phase.
  • 08:07
We will let you know when it
  • 08:08
switches to invitation phase,
  • 08:09
which will probably be closer to
  • 08:11
Alpha 2 because we, you know,
  • 08:12
you kind of need content to be
  • 08:14
able to make content.
  • 08:16
So for us and from our
  • 08:18
perspective, it makes the most
  • 08:20
sense for that to timeline
  • 08:23
because we have a bunch of
  • 08:25
content creators who are working
  • 08:26
with us, but they don't have
  • 08:27
content to share.
  • 08:28
Yeah, and we have a pretty good
  • 08:29
budget that's been allocated for
  • 08:31
marketing trailers and marketing
  • 08:32
endeavors.
  • 08:34
We haven't even utilized any
  • 08:36
budget towards marketing thus
  • 08:38
far.
  • 08:39
And we've, you know, from a
  • 08:40
project's perspective,
  • 08:41
obviously we've garnered a lot
  • 08:42
of attention because we have
  • 08:43
this transparent process of
  • 08:45
development where we keep you
  • 08:46
guys updated on a monthly basis.
  • 08:47
But as we grow closer to testing
  • 08:51
launch where those marketing
  • 08:53
dollars get a good return on ad
  • 08:55
spend, that's when we deploy
  • 08:57
those things.
  • 08:59
And I think you're going to be
  • 09:00
seeing just through the
  • 09:01
production quality that you see
  • 09:02
that Margaret and her team
  • 09:03
provide on the monthly cadence
  • 09:04
with our development updates,
  • 09:06
that is going to be met same
  • 09:07
course on the marketing side.
  • 09:09
Oh, for sure.
  • 09:11
Like, we will be doing very cool
  • 09:12
things on, and obviously for us
  • 09:14
launch is going to be really
  • 09:15
exciting, especially for my team
  • 09:17
because that's when community
  • 09:20
is going to be really important
  • 09:21
to us.
  • 09:22
We're going to be able to get
  • 09:24
to the service and, you know,
  • 09:26
GMs and things like that so we
  • 09:27
get to have a little bit more
  • 09:28
fun because we get to interact
  • 09:29
with you guys.
  • 09:30
And we also get to utilize
  • 09:31
things that you're doing in
  • 09:32
game like Stephen was talking
  • 09:33
about, those big moments on
  • 09:34
servers where we get to
  • 09:35
interact with them or maybe
  • 09:36
we'll have like a news live
  • 09:38
stream where we work with
  • 09:39
different people from all the
  • 09:40
different servers to bring us
  • 09:41
information.
  • 09:42
Like, we're going to do a lot of
  • 09:44
cool, fun things.
  • 09:46
You know, guild programs is
  • 09:47
something that we've talked
  • 09:48
about in the past too, which is
  • 09:50
really cool.
  • 09:51
And if you've seen stuff that
  • 09:52
I've done at previous companies
  • 09:53
in regards to that, you'll know
  • 09:55
that I'm a big fan of that
  • 09:56
stuff.
  • 09:57
So we will have a lot of fun,
  • 09:59
don't you, Larry?
  • 10:01
And when it comes to trailers
  • 10:02
and videos, we will have plenty
  • 10:03
of them.
  • 10:04
Right now it doesn't make sense
  • 10:05
for us to make a ton of videos
  • 10:06
because, you know, we're in
  • 10:08
development.
  • 10:09
We want to make sure that we're
  • 10:10
not making too much content
  • 10:11
where we have to keep up with
  • 10:12
stuff that doesn't make sense
  • 10:13
while we're heads down trying to
  • 10:14
make the game.
  • 10:15
Especially when those things can
  • 10:16
change.
  • 10:17
Yeah, absolutely.
  • 10:18
Exactly.
  • 10:19
And so, Larry, what is Ashes of
  • 10:20
Creation?
  • 10:21
Well, we need to make that game
  • 10:22
first so that we can make that
  • 10:24
video.
  • 10:25
Yes.
  • 10:26
And we need to go through the
  • 10:27
iterative testing loops, which
  • 10:28
is where the game can really
  • 10:29
change, right?
  • 10:30
That's the very most important
  • 10:31
part is, you know, we have
  • 10:32
well-defined systems and
  • 10:35
features that we've built thus
  • 10:36
far, but really how those
  • 10:38
features survive and in the way
  • 10:40
they survive comes after the
  • 10:42
testing environment.
  • 10:43
And that testing environment is
  • 10:45
most applicable with a live
  • 10:46
audience.
  • 10:48
So, you know, our efforts, our
  • 10:49
endeavors are always to work
  • 10:50
towards that next live audience
  • 10:51
testing, which of course is
  • 10:53
Alpha 2, that we've made some
  • 10:54
significant progress towards.
  • 10:55
We'll have some pre-Alpha 2
  • 10:57
testing, too, that we're going
  • 10:58
to do to make sure that we're
  • 10:59
ready to open the floodgates
  • 11:00
because Alpha 2 is a lot of
  • 11:01
players.
  • 11:02
Yes.
  • 11:03
Whereas Alpha 1 was, I mean,
  • 11:04
it's a good amount of players
  • 11:05
Alpha 1 was, but we want to kind
  • 11:06
of make sure that we're ready.
  • 11:07
I think our Alpha 2 has over
  • 11:09
100,000 people that have
  • 11:10
purchased into it, so it's a
  • 11:11
pretty significant testing
  • 11:12
environment.
  • 11:13
Yeah, we were originally going
  • 11:14
30,000.
  • 11:15
And obviously that explodes.
  • 11:16
I know.
  • 11:18
Obviously that explodes when we
  • 11:19
get closer to Alpha 2 testing.
  • 11:23
But yes, so a lot to be said
  • 11:25
there.

Tank Update

  • 11:26
But I know people are waiting to
  • 11:27
want to see this tank thing.
  • 11:28
Yes.
  • 11:29
Let's go ahead and switch over.
  • 11:30
That's where we're at next.
  • 11:31
We were just trying to answer
  • 11:32
that question for you guys, so
  • 11:34
thank you so much.
  • 11:35
And with that, we'll swap over
  • 11:36
to the tank, goodness.
  • 11:38
So, Stephen, let's do a little
  • 11:39
prefacing before people watch
  • 11:41
this hour-long video.
  • 11:42
I apologize.
  • 11:44
I know.
  • 11:46
I'm sorry.
  • 11:48
I'm sorry.
  • 11:49
Everyone is always aware of
  • 11:50
this if you tune in, but you
  • 11:51
have to be partly the messenger
  • 11:53
for us with the broader
  • 11:54
audience that isn't as engaged.
  • 11:56
That is a responsibility of not
  • 11:58
just us, but also you guys as
  • 12:00
our loyal, loving, amazing,
  • 12:02
beautiful, glorious followers
  • 12:04
who are waiting for this product
  • 12:06
to sit in your hands.
  • 12:08
It's helpful if you guys comment
  • 12:10
that this is a work in progress.
  • 12:12
Art is a work in progress.
  • 12:14
Design is a work in progress.
  • 12:15
All of this stuff is meant to
  • 12:18
help us make that progress
  • 12:20
towards the end goal, which is
  • 12:22
delivering this.
  • 12:23
So keep that in mind.
  • 12:24
That's a rapport that we've
  • 12:25
established with the community
  • 12:26
I feel really comfortable with.
  • 12:27
And because of that, you are
  • 12:29
going to see in this recording,
  • 12:31
I had to use a few GM cheats.
  • 12:36
I apologize.
  • 12:38
That was what you did, Stephen.
  • 12:39
What did you do?
  • 12:41
I had to use some GM cheats,
  • 12:43
specifically because there is a
  • 12:45
particular item that I needed
  • 12:47
to get.
  • 12:48
We had a few bad cheats.
  • 12:50
We died a few times when we
  • 12:52
shouldn't have.
  • 12:53
There was too many creeps that
  • 12:54
we pulled.
  • 12:55
We were under manned in an area
  • 12:56
that was designed for eight man
  • 12:58
groups.
  • 12:59
So, you know, there's just stuff
  • 13:01
that happens.
  • 13:02
And I just want to give you that
  • 13:03
up front that there's a little
  • 13:05
bit of GM cheating.
  • 13:06
If you see that, please take it
  • 13:08
with a grain of salt.
  • 13:09
We feel comfortable sharing that
  • 13:10
stuff with you.
  • 13:11
This isn't marketing oriented.
  • 13:12
This is development oriented.
  • 13:13
So you guys are getting to see
  • 13:17
the tank archetype.
  • 13:19
It is what it is.
  • 13:21
With that being said, you're
  • 13:23
going to see the tank archetype.
  • 13:24
It's important to remember the
  • 13:25
tank archetype, this is I think
  • 13:26
it's level 12 or level 13.
  • 13:28
There's a few abilities that
  • 13:30
we're going to be going over.
  • 13:31
The biggest thing to take away
  • 13:33
here is November we showed you a
  • 13:35
cleric live stream.
  • 13:37
There were three big points of
  • 13:40
feedback from the community with
  • 13:41
regards to the cleric live
  • 13:43
stream that related to combat.
  • 13:46
The first one was the animations
  • 13:48
from the NPCs when they're being
  • 13:50
attacked.
  • 13:52
It was hit visual effects on
  • 13:54
impact from a weapon when that
  • 13:56
weapon contacts and making it
  • 13:58
feel substantive, making it
  • 14:00
visually apparent that you've
  • 14:01
made contact with the enemy.
  • 14:02
And the last was going to be the
  • 14:04
animations and the root motions
  • 14:06
around the mace combat.
  • 14:08
Now, Brian Ferguson did a lot of
  • 14:10
work on fine tuning up that mace
  • 14:12
combat.
  • 14:13
I think it looks great.
  • 14:14
We took a lot of that feedback.
  • 14:16
It's great.
  • 14:17
It feels very connected.
  • 14:19
And then Jim, Matt, and John did
  • 14:22
a lot of work on the hit impact
  • 14:24
effects with Adam and Keenan
  • 14:25
supporting on the directionality
  • 14:27
of those hit impacts.
  • 14:28
And then in addition with the
  • 14:30
animation team, Brad Constantine
  • 14:32
providing some significant
  • 14:36
adaptation to the hit reactions
  • 14:38
on the animation side with these
  • 14:40
particular creatures that you're
  • 14:41
going to see improvements on.
  • 14:42
Where your point of feedback is
  • 14:46
going to be on the hit impact
  • 14:48
effects.
  • 14:49
So those three things.
  • 14:50
But in addition, talking about
  • 14:52
the role, the functionality of
  • 14:54
the abilities, you're going to
  • 14:55
see what about the tank have you
  • 14:56
enjoyed in previous games, that
  • 14:58
particular role, and what do you
  • 14:59
like what you see here?
  • 15:00
There's some cool tech you're
  • 15:02
going to see involved in this.
  • 15:04
You're going to see some wind
  • 15:05
force actors that get applied
  • 15:06
to abilities when dealing with
  • 15:07
the surrounding foliage.
  • 15:08
I think that's super cool.
  • 15:10
It really is immersive.
  • 15:12
And of course it adds.
  • 15:15
I think we've seen a lot more
  • 15:17
in the background yet.
  • 15:18
They happen in the morning.
  • 15:20
Oh, look at that.
  • 15:22
They always do it every other
  • 15:24
Friday.
  • 15:26
We've made it.
  • 15:27
We're going to see some active
  • 15:28
blocking as well.
  • 15:29
I know in the past we've talked
  • 15:30
a little bit about how active
  • 15:31
blocking as a mechanic might
  • 15:32
leverage a separate energy
  • 15:33
mechanic called stamina.
  • 15:35
We haven't yet really nailed
  • 15:36
that down yet if we're going to
  • 15:38
go that route or if we're going
  • 15:39
to have active blocking consume
  • 15:41
mana based on mitigated
  • 15:43
additional mitigated damage.
  • 15:45
That's across all classes.
  • 15:46
Some classes will have the
  • 15:47
ability to spec into passive
  • 15:49
skill trees that might reduce
  • 15:50
the cost of that mana down to
  • 15:52
very, very small when active
  • 15:54
blocking.
  • 15:56
So it's geared towards certain
  • 15:57
types of archetypes.
  • 16:00
So with that being said, you're
  • 16:02
going to, oh, one other thing.
  • 16:03
Audio levels might be a little
  • 16:05
high with combat and voices.
  • 16:06
That's an issue we're going to
  • 16:08
have fixed the next time we do
  • 16:09
some development live streams by
  • 16:11
separating out the audio.
  • 16:13
We've got some new equipment for
  • 16:14
Steven.
  • 16:17
It will make it so my team can
  • 16:18
edit a little bit easier.
  • 16:19
Absolutely.
  • 16:20
Right now it's like the audio
  • 16:21
and the game player are mixed
  • 16:22
together so we can't really edit
  • 16:24
that as easy.
  • 16:25
Yeah.
  • 16:26
So just be aware of that.
  • 16:27
But without further ado, we
  • 16:29
would like to show you the first
  • 16:31
look at the Alpha 2 Tank work
  • 16:33
and progress archetype.
  • 16:35
Enjoy.
  • 17:04
Hello, everyone, and welcome to
  • 17:07
another Ashes of Creation
  • 17:08
update.
  • 17:10
Today we are going to be
  • 17:11
sharing with you a preview of
  • 17:13
the Alpha 2 Tank archetype.
  • 17:15
Now, I want you guys to keep in
  • 17:17
mind as you're watching this
  • 17:18
preview that everything is still
  • 17:20
subject to change, especially
  • 17:21
considering that the Alpha 2 is
  • 17:23
going to give us a lot of
  • 17:24
feedback both from the players
  • 17:26
as well as data-driven that
  • 17:28
we're going to utilize in order
  • 17:30
to get the most out of the
  • 17:34
game to improve the design
  • 17:36
features.
  • 17:37
But your feedback from this
  • 17:39
video is very important.
  • 17:40
And I am joined today by three
  • 17:42
of our absolute glorious
  • 17:44
developers, one of our
  • 17:46
engineers with whom you've
  • 17:47
spoken with in the past.
  • 17:48
Keenan, how you doing, buddy?
  • 17:50
I'm doing great.
  • 17:52
Thanks for asking.
  • 17:53
Welcome back again.
  • 17:54
We are here at it again.
  • 17:56
For those of you who watched,
  • 17:57
by the way, on the live stream,
  • 17:58
you saw a previous iteration of
  • 18:00
this recording.
  • 18:01
We're doing a little bit of
  • 18:03
a preview of the game.
  • 18:04
And also I just wanted to give
  • 18:05
a little bit more in-depth
  • 18:06
detail around the specific
  • 18:08
abilities, the area that we're
  • 18:09
fighting in, and the encounter
  • 18:11
design.
  • 18:12
But also we have with us two of
  • 18:13
our glorious senior designers,
  • 18:15
Brian and Trad.
  • 18:16
How you guys doing?
  • 18:17
Doing great.
  • 18:19
Happy to be here.
  • 18:20
Yep.
  • 18:21
Let's do it again.
  • 18:22
Ready to...
  • 18:23
We got a lot of practice on
  • 18:24
this by now.
  • 18:25
Yes, let's do it again.
  • 18:26
And this time, you know what
  • 18:27
we're going to do?
  • 18:28
We are going to perform
  • 18:29
flawlessly.
  • 18:31
There's not going to be any
  • 18:33
more of that.
  • 18:34
So, before we get started,
  • 18:35
first, let's talk about the
  • 18:37
area that we're in.
  • 18:38
This is the Riverlands.
  • 18:39
As many of you know, the
  • 18:40
Riverlands is one of the
  • 18:42
predominant areas in Alpha 2
  • 18:43
that players will be exploring.
  • 18:45
This was home to the once
  • 18:47
ancient Aelin Empire, a human
  • 18:49
race nation that was formed at
  • 18:51
the apex of Vera before the
  • 18:53
fall.
  • 18:54
And we are here to collect some
  • 18:56
gear.
  • 18:57
We're going to be using the
  • 19:01
Titan Bark set.
  • 19:03
I believe that I am looking for
  • 19:05
the remaining pieces of the
  • 19:07
Titan Bark set.
  • 19:09
Is that right, Brian?
  • 19:10
Yes.
  • 19:12
Awesome.
  • 19:13
And also, there's a weapon and
  • 19:15
the shield available for you.
  • 19:17
Okay.
  • 19:18
So, the weapon and the shield
  • 19:19
are going to show us a little
  • 19:20
bit of the iteration that you've
  • 19:21
been working on since our last
  • 19:22
livestream with the cleric
  • 19:24
update, specifically around the
  • 19:25
attack animations and root
  • 19:27
motion for the mace and shield.
  • 19:31
Yeah, and not just me, but also
  • 19:33
the glorious animators and FX
  • 19:35
artists, Meadow and Myers on the
  • 19:37
animation side have been a
  • 19:39
pleasure to work with on this
  • 19:40
iteration over the past month.
  • 19:42
Yeah, we all knew that the mace
  • 19:44
was in a kind of rough first
  • 19:46
state in the cleric livestream,
  • 19:48
but took another look at it, and
  • 19:49
we focused more on pose holds
  • 19:52
and quick transitions and an
  • 19:54
overall satisfying cadence.
  • 19:55
And I think the end result is
  • 19:57
pretty good.
  • 20:00
Yeah, and it matches with the
  • 20:02
great sword.
  • 20:03
It's in kind of the same
  • 20:04
universe, and I think we're
  • 20:05
starting to find our rhythm with
  • 20:06
weapon creation, and it should
  • 20:07
be pretty straightforward from
  • 20:08
here.
  • 20:09
Absolutely, and a lot of that
  • 20:10
feedback from the community was
  • 20:11
with regards to the animation
  • 20:12
hit reactions from the enemy
  • 20:13
NPCs, as well as the hit effects
  • 20:16
on weapon impact to make it feel
  • 20:18
a bit more substantive and
  • 20:19
connective, which I think the
  • 20:20
VFX team and the animation team
  • 20:22
has done great jobs on both of
  • 20:24
those fronts.
  • 20:26
And then, let me talk a little
  • 20:27
bit about the setting.
  • 20:30
So, before we get into what our
  • 20:32
objectives are, you'll see a
  • 20:34
little bit of update here on the
  • 20:36
UI.
  • 20:38
So, we're taking a look at our
  • 20:39
new quest journal.
  • 20:41
The area that we're in, we're
  • 20:42
going to be heading towards is
  • 20:43
called the Oakenbane Keep.
  • 20:44
And the Oakenbane Keep is once
  • 20:46
military academy before the fall
  • 20:50
of the Aelan Empire during the
  • 20:52
Exodus, and it was used to kind
  • 20:54
of train up recruits, but now
  • 20:56
those recruits and perhaps some
  • 21:00
of the other recruits are
  • 21:02
going to be sent to the
  • 21:04
military academy, and we need to
  • 21:05
take care of them and dispatch
  • 21:07
them with haste.
  • 21:09
You'll see some of the updates
  • 21:11
on the itemization and the
  • 21:13
inventory here with some of the
  • 21:15
tool tips and icons, and also
  • 21:17
you'll see a little bit of the
  • 21:18
update to the world map, which
  • 21:20
is still a work in progress.
  • 21:21
Everything you're going to see
  • 21:23
here, as I said, is a work in
  • 21:24
progress that is deserving of
  • 21:26
your attention and feedback so
  • 21:30
that you can run through of the
  • 21:32
abilities.
  • 21:33
I don't want to get necessarily
  • 21:34
engaged with any enemies, so I'm
  • 21:36
just going to kind of use the
  • 21:38
abilities without an enemy kind
  • 21:40
of in my targeting.
  • 21:42
Let's talk about this first one.
  • 21:44
We have a shield assault.
  • 21:46
Now, does this require a shield
  • 21:48
in order to use?
  • 21:51
I would hope so, hence the name.
  • 21:52
Yes, absolutely.
  • 21:54
Now, of course, I have the
  • 22:00
ability.
  • 22:05
I'm going to use that ability
  • 22:06
without the shield, but I'm not
  • 22:08
going to for the purposes of
  • 22:09
this demonstration.
  • 22:10
Tell me a little bit about the
  • 22:11
shield assault.
  • 22:12
What is its intent as an
  • 22:13
ability, guys?
  • 22:14
Yeah.
  • 22:16
Yeah.
  • 22:18
So it's got a few things going
  • 22:19
on with it.
  • 22:20
I would say the primary intent
  • 22:21
of it is that it is how you
  • 22:23
engage and encounter.
  • 22:25
It's got a bit of mobility.
  • 22:26
It's not like a super far charge
  • 22:30
attack, but it's basically a way
  • 22:32
to engage with the enemy, get
  • 22:33
some damage out, and also grab
  • 22:35
some threat.
  • 22:36
It applies a pretty good chunk
  • 22:38
of threat in a small area in
  • 22:39
front of you, so it's really
  • 22:40
good at grabbing snap threat on
  • 22:42
some high-priority targets.
  • 22:43
And it looks like that this has
  • 22:45
a variable distance that's
  • 22:46
traveled, so essentially if I
  • 22:47
have a target that's directly
  • 22:48
in front of me right now, it's
  • 22:50
not predicated on having an
  • 22:51
actual target, but it is a
  • 22:53
templated attack.
  • 22:54
And if that target is
  • 22:55
immediately in front of me, then
  • 22:56
the distance traveled will be
  • 22:57
shorter.
  • 22:58
Is that correct?
  • 23:00
Yeah, that's correct.
  • 23:01
Right now you're seeing the
  • 23:02
full distance.
  • 23:03
It's, again, a pretty short
  • 23:05
range mobility skill, but,
  • 23:06
yeah, you can also just use it
  • 23:08
point blank on something, and
  • 23:09
it's not going to make you
  • 23:10
overshoot the target, and then
  • 23:11
you have to reposition because
  • 23:12
that can be kind of annoying
  • 23:13
with some of those skill types.
  • 23:14
Awesome.
  • 23:15
And you said that this generates
  • 23:16
threat, but I see we have a
  • 23:17
second ability as well called
  • 23:18
inciting strikes.
  • 23:21
And if I use that ability,
  • 23:22
that's a forward cone AoE attack
  • 23:24
that generates additional threat
  • 23:25
and damage on targets impacted.
  • 23:27
Is that correct?
  • 23:28
Exactly.
  • 23:30
And it's a forward cone AoE
  • 23:31
threat, so it's got a bit of a
  • 23:32
wider hitbox, good for grabbing
  • 23:34
multiple targets and cleaving
  • 23:36
them all.
  • 23:37
So that'll be what you'll be
  • 23:39
using if, like, there's a pack
  • 23:40
of stuff on us and you want to
  • 23:41
just get them all off of us.
  • 23:42
But not quite as much threat as
  • 23:44
the shield assault for one
  • 23:46
target.
  • 23:48
So each of them kind of has
  • 23:49
their utility there for aggro.
  • 23:50
Awesome.
  • 23:51
Now, obviously, as part of our
  • 23:52
kit design, we want to
  • 23:53
encourage synergies, especially
  • 24:00
with the party, and I see that
  • 24:06
we have two abilities,
  • 24:07
specifically shield assault as
  • 24:09
well as tremoring bellow.
  • 24:10
And tremoring bellow applies a
  • 24:12
status condition that can be
  • 24:13
promoted if there is an existing
  • 24:14
status condition on the target.
  • 24:16
So it looks like I can create
  • 24:18
the shaken condition, and then
  • 24:21
I can trip shaken targets with
  • 24:23
the tremoring bellow.
  • 24:24
Is that correct?
  • 24:25
It's actually a snare.
  • 24:26
Oh, god.
  • 24:30
There's two components to that
  • 24:32
ability.
  • 24:33
It's got a shout component,
  • 24:35
which is a forward cone, and
  • 24:36
then it's all, yeah, as you can
  • 24:37
kind of see there, that shock
  • 24:39
wave that flew out, it kind of
  • 24:41
extends past the second element
  • 24:42
of that, which is a PBOE around
  • 24:44
Steven.
  • 24:47
If you use that ability again,
  • 24:48
you'll see kind of like the
  • 24:50
ground kick up, and that's like
  • 24:51
the earthquake element of it.
  • 24:53
And that does damage, and that
  • 24:55
does what Steven was alluding
  • 24:58
to, which is that it will knock
  • 25:00
enemies down, which is our trip
  • 25:02
effect.
  • 25:03
And one thing I forgot to
  • 25:04
mention on the shield assault
  • 25:05
ability is it does apply a
  • 25:06
snare, so you've got a little
  • 25:07
bit of insert hit synergy going
  • 25:08
on there.
  • 25:10
It's a pretty satisfying combo
  • 25:11
to charge in and knock them
  • 25:12
down at the stop.
  • 25:14
Yeah, it looks pretty good.
  • 25:15
And then also after that, we
  • 25:17
have another ability.
  • 25:19
Brian, talk to me a little bit
  • 25:20
about grit and its purpose.
  • 25:22
Yeah, grit is some of your
  • 25:24
bread and butter mitigation
  • 25:28
stuff.
  • 25:30
If you're really getting some
  • 25:32
heat, you'll want to pop that.
  • 25:33
And if you haven't had it on
  • 25:35
for a bit, you're going to be
  • 25:37
generating stacks of courage,
  • 25:39
and the more stacks of courage
  • 25:40
you have, that'll give you
  • 25:42
increased damage mitigation for
  • 25:44
a certain number of hits.
  • 25:46
And I notice that I'm slowed
  • 25:47
when I used grit, so really
  • 25:49
it's a very situational ability
  • 25:51
usage, depending on what type
  • 25:53
of situation you find yourself
  • 25:56
in.
  • 25:57
This can be activated mid-swing
  • 26:00
in another ability, right?
  • 26:02
Yep.
  • 26:04
The way I always refer to this
  • 26:05
ability is you can think of it
  • 26:07
kind of like an off GCD ability
  • 26:08
where you can use it even
  • 26:10
though you have another ability
  • 26:12
activating so that it's really
  • 26:14
responsive and can be popped in
  • 26:15
like an emergency.
  • 26:16
You don't have to wait for that
  • 26:17
animation to complete or for
  • 26:19
that global cooldown to finish.
  • 26:20
You just pop it in instantly.
  • 26:22
It applies on and off, and it's
  • 26:23
a toggled ability, so you can
  • 26:26
use it to get a lot of
  • 26:28
damage and get a lot of
  • 26:29
disclosure.
  • 26:31
Nice. Very cool.
  • 26:33
And I see this Aegis is causing
  • 26:35
essentially an area of effect
  • 26:38
that our party members can live
  • 26:41
within, and if they do, I'm
  • 26:43
absorbing a portion of their
  • 26:45
damage taken pre-mitigation.
  • 26:47
Is that correct as well?
  • 26:49
Keenan?
  • 26:50
Yeah, that's right.
  • 26:52
It forks some percentage of the
  • 26:56
damage, but it's not the
  • 26:58
party members.
  • 27:00
Nice. Very cool.
  • 27:01
Very cool.
  • 27:02
All right.
  • 27:03
Well, this kind of gives you
  • 27:04
guys a comprehensive overview.
  • 27:05
I'm sorry.
  • 27:06
In addition to that, we have a
  • 27:07
grapple, but that will require
  • 27:08
a target, and the grapple is
  • 27:09
missing some of the effects.
  • 27:10
As I said, we're in progress,
  • 27:11
but we can still use it in order
  • 27:13
to kind of do certain types of
  • 27:15
engagements.
  • 27:17
So with that quick kind of
  • 27:18
demonstration of these
  • 27:19
abilities, let's see what we can
  • 27:20
do to acquire that mason shield
  • 27:26
as a party.
  • 27:30
How cohesive can we be?
  • 27:32
So I would ask, given that we're
  • 27:33
low level, and just so you guys
  • 27:35
are aware, because we're lower
  • 27:37
level, we're about level 15, our
  • 27:38
access to our class kit is a bit
  • 27:40
limited, as you would expect.
  • 27:41
You want to have that ramp and
  • 27:42
kind of class progression, and
  • 27:44
as a result, I'm going to ask
  • 27:45
because we have such strong DPS
  • 27:47
users here in the fighter and
  • 27:49
in the ranger that you give me a
  • 27:51
moment with the larger monsters
  • 27:56
that are kind of a threat.
  • 27:59
Let me pull this guy to us.
  • 28:00
Does not compute.
  • 28:02
Does not compute.
  • 28:12
Oh, yeah, okay.
  • 28:14
It's feeling good.
  • 28:16
I love the little stream, the
  • 28:18
ambient sound effects that Kat
  • 28:20
has done.
  • 28:22
Yeah, the stream is really nice.
  • 28:25
I'm just kidding.
  • 28:26
I'm just kidding.
  • 28:28
AFK BRB.
  • 28:29
There we go.
  • 28:31
Got that knocked down.
  • 28:33
Easy peasy lemon squeezy.
  • 28:35
All right, now as you guys will
  • 28:36
see, these guys are relatively
  • 28:38
easy to dispatch.
  • 28:39
You probably saw them in our
  • 28:40
ranger showcase.
  • 28:41
These are some of the minotaurs
  • 28:42
that are out in the early parts
  • 28:43
of this river land area.
  • 28:45
We're trying to reach the Oak
  • 28:46
and Bain Keep.
  • 28:48
That is the location of our
  • 28:49
goodies, and the quests that we
  • 28:50
have, they deserved better,
  • 28:54
but we're going to have to go
  • 28:56
back to the people that died
  • 28:58
there, which is really sad to
  • 28:59
think about.
  • 29:01
Oh, my God.
  • 29:03
Got him.
  • 29:08
Back it up.
  • 29:09
Did you pull that rain collar
  • 29:10
in?
  • 29:16
That was just smash in space.
  • 29:20
Easy peasy.
  • 29:22
What do we got up here?
  • 29:23
Looks like a destroyed boat.
  • 29:25
What was a boat even doing here
  • 29:27
in the first place?
  • 29:29
Could have been a big flood.
  • 29:31
Probably.
  • 29:34
Maybe we're in a drought.
  • 29:41
Nice.
  • 29:42
I love the effects on the staff
  • 29:47
and their little bubble shield.
  • 29:50
Yeah, these minotaurs are
  • 29:51
awesome looking.
  • 29:52
Yeah, they are.
  • 29:53
I like their size.
  • 29:54
Just the general size.
  • 29:55
All right, looks like we got
  • 29:56
somebody over here to the right.
  • 29:57
Let me see if I can pull that
  • 29:58
guy as well.
  • 30:01
And these are more seriously
  • 30:02
tuned for...
  • 30:04
All right, get behind me.
  • 30:09
Yeah, these guys are more tuned
  • 30:10
towards that group.
  • 30:11
Now, this is intended for a full
  • 30:12
group.
  • 30:15
Of course, we are a party of
  • 30:16
four, and I am losing a bit of
  • 30:20
aggro on this guy.
  • 30:22
There we go, got him back.
  • 30:23
Knock him down to the ground.
  • 30:32
A little bit more deeps.
  • 30:34
Let's see.
  • 30:37
I could probably avoid that
  • 30:38
other guy over there.
  • 30:40
Let me grab this Echo.
  • 30:43
Oh, he's coming toward us.
  • 30:45
Aggro.
  • 30:45
Uh-oh.
  • 30:47
All right.
  • 30:48
We're good.
  • 30:55
Good.
  • 30:56
Here we have this other one.
  • 30:57
I'm going to activate some
  • 30:58
shield for us.
  • 31:03
Oh.
  • 31:05
Oh, I'm coming down.
  • 31:07
No, Manta.
  • 31:09
Oh, whoa.
  • 31:10
No.
  • 31:12
Flawless.
  • 31:14
I'm back up.
  • 31:15
It's okay, that's it.
  • 31:17
As long as the party up and the
  • 31:18
party's done.
  • 31:22
Okay.
  • 31:24
Let me see here.
  • 31:28
We are okay.
  • 31:29
Let's get our...
  • 31:30
Oh, where did you guys go?
  • 31:32
We're kiting.
  • 31:34
I think they're leashing.
  • 31:35
Okay, okay, let's let them leash.
  • 31:37
I see, um, 4GM Ferguson is here.
  • 31:42
Maybe we can get him up.
  • 31:45
Let's just avoid the guys to the right real quick.
  • 31:48
Yeah, I think he patrolled over as you were moving up there.
  • 31:54
All right, I'm going to come back.
  • 31:55
Oh, there's one up there too.
  • 31:56
Let's pull him back here.
  • 31:57
Let's pull him back.
  • 32:00
All right, going for it.
  • 32:03
All right, I got the boss.
  • 32:04
Just the boss.
  • 32:06
All right.
  • 32:08
Okay, we got just the boss, so we should be good.
  • 32:13
He's on me.
  • 32:15
Knock him down.
  • 32:21
All right, we're going to be killing some heroes.
  • 32:24
He's out of range.
  • 32:29
All right.
  • 32:31
I'm going to go for the boss.
  • 32:33
I'm going to go for the boss.
  • 32:35
All right.
  • 32:37
I like the, uh, I feel like it was a pretty strong, uh,
  • 32:43
damage mitigation from the RIP.
  • 32:48
Yeah, especially if you build up a bit of courage beforehand.
  • 32:57
Doing okay on mana.
  • 32:59
All right.
  • 33:00
Knock him down almost.
  • 33:03
This guy should have a mace for me, right?
  • 33:06
Yep.
  • 33:07
Ooh, he's got the hammer of Korin.
  • 33:09
Okay.
  • 33:10
Looks like it has some physical penetration.
  • 33:13
Of course, these stats you'll see here are not the final
  • 33:16
step, I won't quite reveal that just yet.
  • 33:19
But let me see if I can, ooh, okay.
  • 33:21
So in the group loot, obviously there's a lot of functionality
  • 33:25
here that parties have the ability to customize.
  • 33:28
There can be loot master, there can be round robin, there can
  • 33:32
be need, greed, pass that's applied on a per rarity basis,
  • 33:37
depending on the parties' choices.
  • 33:41
Some materials.
  • 33:42
And now I should have the ability to use.
  • 33:46
So the Lorik of Indicta Shield, that's not the shield I'm
  • 33:49
looking for.
  • 33:50
I'm trying to get a tower shield, but in the meantime, I
  • 33:53
can use this shield, which works, I think.
  • 33:57
But it's not going to be as good as the tower shield.
  • 34:00
But it'll help.
  • 34:01
So now let me see what happens when I use my shield rush with
  • 34:04
this.
  • 34:06
Nice.
  • 34:07
Ooh, that felt very cool.
  • 34:19
All right, stay on me, little Echo.
  • 34:22
Little baby Echo.
  • 34:28
Hey, look at that.
  • 34:29
Not too bad here.
  • 34:32
So talk to me a little bit about kind of some of the differences
  • 34:36
that we had between the tank archetype in Alpha 1 and the
  • 34:40
tank archetype that we will be having in Alpha 2.
  • 34:43
Yeah, I can speak to that a bit.
  • 34:46
So for those of you that were part of Alpha 1, where I've
  • 34:50
seen some of that footage, you might have noticed that the
  • 34:53
tank felt very much more like an offensive melee type,
  • 34:57
something you'd almost expect more from a fighter.
  • 35:00
And part of that is because we didn't really have any other
  • 35:04
archetypes at that time to fill that role.
  • 35:07
So you're going to notice a lot more defense and control
  • 35:11
and threat mechanics on this version of the tank that you
  • 35:15
didn't necessarily see as much of prior.
  • 35:18
So as we've kind of already gone over a lot of the building
  • 35:22
mechanics, you probably already noticed that you've got a lot
  • 35:25
more reliable mechanics that you can use pretty frequently
  • 35:29
to defend your party and also defend yourself.
  • 35:35
And what is the type of tank role we're looking to achieve
  • 35:38
with this particular class fantasy, this class kit that we have?
  • 35:42
I would say we're, you know, Ashes of Creation Sink will be
  • 35:46
a pretty classic one, one that tank players are familiar with.
  • 35:50
And I think that's what people want.
  • 35:53
We don't need to necessarily redefine what the tank is,
  • 35:56
but I think we can improve it.
  • 35:58
There's some things that obviously you'll have your
  • 36:02
expected mechanics like threat management and generation,
  • 36:07
mitigation, control, battlefield control, CC effects.
  • 36:11
But then, you know, we'd also like to see more direct ways
  • 36:15
of protecting your party members too, exploring just like Aegis.
  • 36:19
That's just scratching the surface of that kind of thing.
  • 36:24
But being able to actually actively take damage for your
  • 36:28
allies that isn't just manipulating the AI.
  • 36:31
Because another thing about tanks that I think a lot of
  • 36:35
people deal with other games is they're pretty bad in PvP.
  • 36:39
Like when threat is removed from the equation, what am I
  • 36:43
doing as a tank when players just ignore me?
  • 36:46
And so we want to offer more direct mechanics that force
  • 36:50
even players or encourage players to attack the tank to make
  • 36:54
it so that the tank can't protect their allies against you.
  • 37:01
Yeah, I think, you know, traditionally I like playing a
  • 37:05
combination of tank healer.
  • 37:07
I mean, I've also played, of course, mages and DPSs.
  • 37:11
But I like the role of kind of the control aspect, the mitigation,
  • 37:16
the kind of protective nature, the ability to kind of route
  • 37:20
enemies in a fashion that is most conducive to the engagement
  • 37:23
of the encounter.
  • 37:24
That's what I really like here.
  • 37:26
So as you can see, we're making good progress here.
  • 37:30
A lot better than the first round.
  • 37:35
Once we get up here, I want to showcase a little bit of the
  • 37:38
wind actors on this grass that you guys kind of see around us.
  • 37:53
These guys are pieces of cake.
  • 37:55
We're doing better.
  • 37:56
We're doing better.
  • 37:57
In small numbers.
  • 37:58
In small numbers.
  • 37:59
Yeah, we're going to have some challenge ahead of us because
  • 38:02
this is a very intense area of these enemies and we're not
  • 38:05
careful with the positioning.
  • 38:06
We can end up with a big fight on our first.
  • 38:14
Come over here, buddy boy.
  • 38:15
Yeah, what you got?
  • 38:23
See, sometimes when I like to play from a showcase
  • 38:28
perspective, I do so in the realm of like a new player,
  • 38:33
persona wise.
  • 38:34
Of course, but of course I see I'm ticking for 50.
  • 38:42
I don't know what that ticking for 50 is.
  • 38:45
Sit for mana if you all need it.
  • 38:48
Yeah, I think communal restoration or something applies
  • 38:52
a hot.
  • 38:53
Oh, yeah.
  • 38:54
Let me sit down.
  • 38:55
No, that's cleansing.
  • 38:56
Oh, you're right.
  • 38:57
Take a seat and get some restorative mana.
  • 39:00
So you guys are going to see here ahead of us.
  • 39:01
This is a pretty grassy area.
  • 39:05
It's a beautiful area.
  • 39:07
I'm liking it, but I want to showcase a little bit of how
  • 39:11
abilities interact with the grass and with the foliage.
  • 39:15
So you'll remember that we have that kind of forward shout
  • 39:18
and watch what happens when I use it here.
  • 39:21
Boom.
  • 39:22
Oh, it's like a heart shape.
  • 39:24
It's like a heart shape little a we of anger and malice.
  • 39:30
I think that's a really cool touch of just like visual
  • 39:34
tech that a lot of a lot of games haven't explored.
  • 39:38
Absolutely.
  • 39:39
It's grounded in the world.
  • 39:40
Yeah, I agree.
  • 39:41
It's very immersive.
  • 39:43
I would like to kind of move in this direction guys kind
  • 39:46
of if you want to stay close to me.
  • 39:48
I'll see what we can accomplish here.
  • 39:51
This way and I'm going to grab this guy over here.
  • 39:59
Sit down.
  • 40:03
Let me know if you see any targets moving towards us.
  • 40:09
And we'll maybe approach this.
  • 40:23
Let's go this way.
  • 40:25
Stay close.
  • 40:28
And I'm going to pull this guy over real quick.
  • 40:34
There we go.
  • 40:35
I think he resisted you.
  • 40:37
Good.
  • 40:38
He did.
  • 40:39
But he is on me.
  • 40:42
That means.
  • 40:43
Got on it.
  • 40:44
Add.
  • 40:45
Okay.
  • 40:46
It's okay.
  • 40:47
Just stay near me if you can.
  • 40:49
He peels on me.
  • 40:50
I got shield up.
  • 40:51
Let's focus down that one target.
  • 40:53
Target's dead.
  • 40:59
We'll switch over.
  • 41:00
On me.
  • 41:02
And knocking him down.
  • 41:04
All right.
  • 41:05
Good, good, good.
  • 41:07
Now this is a pretty dense area.
  • 41:09
That's a problem.
  • 41:11
I'm going to go down here.
  • 41:13
I'm going to go down here.
  • 41:15
I'm going to go down here.
  • 41:17
I'm going to go down here.
  • 41:19
I'm going to go down here.
  • 41:21
That's a problem.
  • 41:24
Let me see.
  • 41:25
Let me try to pull this guy one at a time.
  • 41:28
Hold on.
  • 41:29
Let me get people topped off.
  • 41:30
Get close if you can to me.
  • 41:31
All right.
  • 41:32
Here we go.
  • 41:34
Okay.
  • 41:35
Knock him.
  • 41:38
Nice.
  • 41:41
Focus him down.
  • 41:45
All right.
  • 41:46
Nice.
  • 41:52
Nicely done.
  • 41:53
Nicely done.
  • 41:54
Let's grab this guy right here.
  • 41:56
Nice.
  • 42:14
Nice.
  • 42:17
The effects on these guys.
  • 42:19
The animation did a great job as well.
  • 42:24
All right.
  • 42:25
Let's move up over to this rock area.
  • 42:27
I need to sit real quick if we can sit before the respawn occurs.
  • 42:32
Just grab some.
  • 42:33
Yeah, just line of sight.
  • 42:36
It's a beautiful zone.
  • 42:39
Serene.
  • 42:40
I know.
  • 42:41
I couldn't even hear the sound of the birds.
  • 42:43
There's so many ghosts and shades in this area.
  • 42:46
It's kind of sad.
  • 42:47
Now, I believe in this particular Okanbaen keep area,
  • 42:54
there used to be these old magnificent kind of essence-ridden trees,
  • 43:00
but they were all harvested to produce kind of magical artifact-y items,
  • 43:08
and now only one remains, which Lord Okanbaen himself guards.
  • 43:12
All right.
  • 43:13
I think I'm good.
  • 43:14
Let me grab this guy here.
  • 43:15
I'm just going to body pull him.
  • 43:17
Come on, buddy.
  • 43:18
There we go.
  • 43:27
Okay.
  • 43:30
You guys finish him off.
  • 43:32
I'm going to grab the next one.
  • 43:40
Okay.
  • 43:40
I'm going to knock the boss as well.
  • 43:42
I'm going to activate my grit.
  • 43:45
Try to focus the little dude first.
  • 43:51
I'm going to try to knock the boss down.
  • 43:56
I'm going to put up a shield just in case you need it.
  • 43:58
Oh, I went down.
  • 43:59
Cool down.
  • 44:00
I went down.
  • 44:02
I'm coming back up.
  • 44:03
I'm coming back up.
  • 44:07
Knock him down now.
  • 44:10
Trying to drop some aggro.
  • 44:23
Trying to get him off.
  • 44:36
Nice job.
  • 44:38
Keep it up.
  • 44:39
Almost.
  • 44:41
Boom.
  • 44:43
Not bad.
  • 44:44
Only one death.
  • 44:45
Yeah, that wasn't too bad.
  • 44:46
It wasn't too bad.
  • 44:47
We got a tower shield now.
  • 44:49
I need that, of course, as the tank.
  • 44:54
You get all the loot this run.
  • 44:55
Yay.
  • 44:56
It is the tank showcase.
  • 44:57
It's the tank run.
  • 44:58
All right.
  • 44:59
Let me put on this glorious tower shield, and let me compare it, actually.
  • 45:03
Oh, I can't compare it.
  • 45:06
There we go.
  • 45:07
I'm loving it.
  • 45:08
That is a true tower shield.
  • 45:10
Now, I'm, of course, to having a medium-sized tower shield as a dwarf in most tabletop RPGs that I play so that I just have complete cover against my enemies.
  • 45:20
But this isn't bad either.
  • 45:22
I like it.
  • 45:23
It's very polished metal.
  • 45:27
Yeah, it fits with the armor from this area.
  • 45:34
Yeah, I like this.
  • 45:36
That's nice.
  • 45:38
Now, we have how many more bosses are in here?
  • 45:44
We have a couple of legions and a chest piece.
  • 45:46
Now, we really, in that live stream, did not perform well against the main boss dude.
  • 45:51
But again, this is an area intended for eight people with pots and other supplies that we don't necessarily have access to.
  • 46:02
I'm going to knock them down into one.
  • 46:07
Yeah, like a lot of other classic inspired MMOs, you can still do it with lower numbers.
  • 46:13
It's just going to take a while.
  • 46:15
You've got to be more careful.
  • 46:16
Yeah, and tell me a little bit about our decisions around allowing content to get experienced by lower level players.
  • 46:23
What type of safeguards do we put from power leveling or twinking?
  • 46:28
Obviously, we adjust experience based on level differential between the target enemy and the group.
  • 46:38
How do we do that?
  • 46:43
Obviously, we take the difference in the party max level and the party's lowest level.
  • 46:49
Those things can indicate the modifier that is applied to incoming experience based on the number of participants within that party.
  • 46:59
Those help safeguard those things.
  • 47:04
We're all coming.
  • 47:06
Oh, god.
  • 47:08
In addition to that, we also have experience bonus for grouping up.
  • 47:17
That's pretty cool.
  • 47:19
It's higher and higher the more people you have in your group to really encourage those full groups.
  • 47:25
Yes.
  • 47:27
Obviously, the way that we designed the encounter for these types of areas is that certain monsters will have certain types of strengths and weaknesses.
  • 47:37
Those, of course, will correlate to certain types of class kits.
  • 47:40
Some areas might be more beneficial for you to kind of experience versus others.
  • 47:44
A big role in that non-solo gameplay, of course, is going to be group composition, right?
  • 47:49
Yeah, that's one thing I really love about our diverse class kits that we have available to us in Ashes.
  • 47:56
The diverse content that comes along with that, right?
  • 47:59
An optimal group for one area might involve three or four ranged DPS,
  • 48:03
but another area you might want to stack fighters for all the CC that they can bring.
  • 48:08
Different groups for different areas.
  • 48:21
Easy.
  • 48:24
How far? Oh, we have to go just up this way, right?
  • 48:28
Just up here and around the hill.
  • 48:30
Yeah, that's a good idea.
  • 48:34
And then the other area is on some ruins in the back.
  • 48:43
Come on over here, buddy. Come on.
  • 48:47
Hey, Tread, can you change the loot rules to drop the rarity from what it's at right now, like one level, so that greens are rollable?
  • 48:55
Oh, good call. Good call.
  • 48:58
Hold up, Steven.
  • 49:01
All right. Stand by. Tank is standing by.
  • 49:05
I'm saying what? Need a grid?
  • 49:09
Yeah, yeah.
  • 49:11
So, common and uncommon, need a grid.
  • 49:15
Look at this party. So powerful, so strong, so diverse.
  • 49:22
Oh, voting change, huh? What do we got here?
  • 49:26
I will accept that.
  • 49:30
Accept.
  • 49:34
All right. Let's see here.
  • 49:38
I really love that system, by the way, the voting to accept loot change rules.
  • 49:43
Oh, you don't like the ninja party loot change?
  • 49:47
You have to trust your group leader.
  • 49:49
I know. You mean reputation, right?
  • 49:52
Hey, I was in this group and a ninja changed the loot right before the boss go. That guy's on our KOS list.
  • 49:58
It creates conflict. It's a good thing.
  • 50:00
Soft friction.
  • 50:03
It's going to be funny whenever they try to do that in our game and then the vote window pops up.
  • 50:07
I know.
  • 50:12
I love the lightning attack on this guy.
  • 50:16
Oh, whoops, guys. I accidentally went into my settings and changed some very deep stuff. Whoops.
  • 50:23
Oh, no.
  • 50:25
Whoops, totally an accident.
  • 50:27
I had no clue and it just happened before this legendary drop. I don't know how that was possible.
  • 50:35
We call those ninja looters.
  • 50:40
I don't know. This kind of impacts on my ranger fantasy.
  • 50:44
Aren't you all about nature and being one?
  • 50:49
Oh, yeah, yeah, but also loot.
  • 50:51
Oh, but also loot. I think that's the road.
  • 50:56
Definitely rangers. I feel like rangers and rogues sometimes are the same people.
  • 51:01
Just a ranged rogue.
  • 51:05
Pretty much.
  • 51:07
To me, sometimes the ranger is always the first that's like, huh, this engagement isn't looking so hot.
  • 51:14
Let me use the advantage I already have from a distance to kind of leave here.
  • 51:17
Okay, hold on. I'm going to grab this guy.
  • 51:20
Like he's about to do now.
  • 51:22
No, no, no, no, no, no. This isn't a dangerous situation.
  • 51:29
Look, it's survival of the furthest.
  • 51:32
Nice.
  • 51:33
Nice.
  • 51:35
I like that. Survival of the furthest.
  • 51:41
All right, let's go kill this guy over here first. I think he has leggings. Yeah.
  • 51:47
I'm going to grab this guy. Get over here.
  • 51:56
I do like the old school feel of carefully navigating through the space.
  • 52:01
Oh, absolutely.
  • 52:02
Trying not to pull too many things at once.
  • 52:04
Oh, yeah. I'm not about that lawnmower combat at all.
  • 52:08
Yeah, Jeremy, Doug, and their teams did a really good job on the encounters here.
  • 52:13
Yeah, that can be a problem when you move into an area and it's just like overwhelmingly dense.
  • 52:19
And sometimes those areas you like are happy if there's other parties that are nearby and you're like, okay, cool.
  • 52:24
You're keeping the spawn rate down for me a little bit.
  • 52:26
Oh, we got somebody here. Oh, God. Let me see if I can actively block that. Boom.
  • 52:31
What's up, buddy? What's up?
  • 52:32
Nice.
  • 52:32
Let's go get skills.
  • 52:37
I'm just going to take that one. I need some mana.
  • 52:40
I want to get them to shoot me again. Boom.
  • 52:43
I'd like to explore like a block thing where if you time it perfectly, you get an additional bonus.
  • 52:48
Oh, that would be great. Like a kind of almost Gears of War where you have that active reload.
  • 52:53
The engineer in me is now crying.
  • 52:58
We'll have to be somewhat a little forgiving for it, but I've been playing Valheim lately and it's really fun to do their perfect block.
  • 53:05
I'm feeling it. I'm feeling that block.
  • 53:07
And it's just so good with the sound effects that are associated with that cat did on that bolt. Oh, it feels so good.
  • 53:13
Okay, it looks like we're grabbing two. Let me get Agro on the boss first. I'm going to need some heals.
  • 53:18
We'll focus the add.
  • 53:19
Yeah, you guys focus. I'm just going to build up hate here on the boss. You guys focus down that add.
  • 53:28
I'll try and keep you both up.
  • 53:30
I should be good. I have my grit active and I have my active block. You just keep Keenan alive. He looks like he's taking some damage.
  • 53:36
Working on it.
  • 53:39
He's almost down.
  • 53:45
How dare you? How dare this guy?
  • 53:50
Crucial coming up.
  • 53:54
How dare him? The arborist Historia.
  • 54:01
That was way more.
  • 54:03
Knocked him.
  • 54:05
Let me pull him over here a little bit. Come on over, buddy. Come on. Come to me.
  • 54:11
Crucial coming up again.
  • 54:12
Pulling him.
  • 54:19
Knocking him.
  • 54:21
There we go. Let's go. Let's go.
  • 54:28
Easy.
  • 54:32
Nice. What has he got? Titanbark leggings? Sweet. We're almost there.
  • 54:37
I need that, of course.
  • 54:40
I need Nate.
  • 54:43
All right. We handled that guy with ease. Maybe we'll be okay with the Lord Okunbeng.
  • 54:48
I think if we just clear carefully, we'll be fine.
  • 54:51
Let's keep on clearing. I'm going to pull the left side first.
  • 54:57
Standby. Standby.
  • 55:00
I would pull him back over here because we'll have mobs on both sides of you.
  • 55:04
Let's go over here, actually. Let's go to the right.
  • 55:08
I don't know if I can. I think they're socially aggro.
  • 55:11
I'm just hoping I'm not going to...
  • 55:15
I would do it now because the other one is patrolling away.
  • 55:18
There we go. Okay. Oh, God. We've got three. Just stand behind me. Let me roll it up.
  • 55:23
Don't go yet.
  • 55:27
Don't go yet. Hold on.
  • 55:30
All right. You guys can go now. Focus one target.
  • 55:37
Putting a shield up.
  • 55:42
I don't think we want to stand in that because then we just get hit by cleaves.
  • 55:47
Knocking. Oh, my God.
  • 55:50
All right. Yeah. Don't stand in that.
  • 55:52
One on me.
  • 55:54
Dread, keep yourself up. I'm okay for a little bit.
  • 56:01
Okay. Dread's almost down. Okay. Good.
  • 56:05
I'm down. All right.
  • 56:10
Get yourself back up.
  • 56:13
Get up. Get up.
  • 56:20
There we go. There we go.
  • 56:25
There's another one near you.
  • 56:27
Yeah, don't back up any further. Come back this way.
  • 56:30
Almost.
  • 56:36
All right. We got him.
  • 56:39
Yeah, three of those guys is tough.
  • 56:41
That's a lot. That's a lot for a party of four.
  • 56:44
Adds. I know. I did.
  • 56:46
Okay. We got one add.
  • 56:47
Two in the back.
  • 56:48
Did you hear that?
  • 56:51
Of course the ranger would say that.
  • 56:53
I'm still alive.
  • 56:59
I'm going to focus the echo.
  • 57:04
Now we've talked about this in the past, but the active blocking might be an ability that it's universal.
  • 57:14
It's universal, but it might be consuming mana and you'll be able to adjust that mana consumption based off of your passive spec into your skill trees.
  • 57:23
In addition, it might also consume stamina. That's something we're going to be testing as part of Alpha 2.
  • 57:29
Sorry, sometimes when I talk I don't get it.
  • 57:38
All right. Let's move up.
  • 57:42
Should we go up to the left?
  • 57:43
Yeah. Let's go up to the second at the top.
  • 57:47
Yeah. Let's take this guy.
  • 58:05
I'm going to have to get some mana after this.
  • 58:14
Nice. All right. Maybe we can just sit right here for a second.
  • 58:18
Just looking down. Oh, there's the tree.
  • 58:22
The tree in all its glory.
  • 58:27
It's beautiful.
  • 58:31
I think Scott Allen did that one.
  • 58:36
I wonder what kind of wood it gives.
  • 58:41
That's a good question.
  • 58:44
Only one left and you want to chop it down.
  • 58:48
I feel like I'm having – are we having an earthquake?
  • 58:52
Like my table's moving.
  • 58:55
I'm going to get some sleep, Steven.
  • 58:57
I know, right? Oh my God.
  • 58:59
Time for all of us to get some sleep.
  • 59:01
I know. All right. I'm going to pull this guy up here and stand by.
  • 59:17
Okay. We're doing good there.
  • 59:19
Keep focusing him.
  • 59:20
I'm going to grab this next dude.
  • 59:27
Sit down.
  • 59:36
Very dangerously close to a resident on the left.
  • 59:40
All right. All right.
  • 59:42
I think he's moving away, so we're good.
  • 59:49
That's perfect.
  • 59:52
All right. So after that guy –
  • 59:56
I think we should clear all three of these, to be honest.
  • 59:59
Yeah.
  • 1:00:01
Watch the angle on the pole.
  • 1:00:03
Don't want to pull in front of Oak and Bane.
  • 1:00:05
He does a big AOE, so we're going to have to spread out,
  • 1:00:07
and then we're going to aggro if we do that.
  • 1:00:09
Okay. Stand right here on me in this position.
  • 1:00:13
Don't deviate from this one. Hold here.
  • 1:00:16
And then let me see if I can grab this echo first.
  • 1:00:23
And if I can – there we go.
  • 1:00:26
I've got the boss.
  • 1:00:27
Okay. I'm going to grab the boss.
  • 1:00:28
You guys kill the echo.
  • 1:00:29
Yeah.
  • 1:00:30
Take the boss back to his room.
  • 1:00:32
Okay. Stand by.
  • 1:00:34
Don't attack that boss.
  • 1:00:36
All right. Good.
  • 1:00:43
Oh, God. It hurts. It hurts.
  • 1:00:49
All right. I've got the boss on the ground.
  • 1:00:51
Keep keening up. Oh, God.
  • 1:00:53
I'm trying.
  • 1:00:55
I'm holding the boss down.
  • 1:00:56
No, I can't keep up with the –
  • 1:00:58
Okay. I'm good. Ignore me now.
  • 1:01:00
Oh, man.
  • 1:01:01
Oh, so close. I'm going to knock him down.
  • 1:01:04
All right. Good, good, good. We're good.
  • 1:01:06
Dropping the chains.
  • 1:01:09
Nice.
  • 1:01:14
Oh, thank God for this active block.
  • 1:01:17
Knocking him.
  • 1:01:21
All right. Holding aggro.
  • 1:01:24
I'm going to pull him inside of his mausoleum
  • 1:01:27
where he should be laid to rest appropriately.
  • 1:01:30
Come here. Follow me into your final resting place, Lord Oak and Bay.
  • 1:01:38
Oh. He didn't like that.
  • 1:01:42
Oh, he's going to sleep.
  • 1:01:44
Shh. Just go to sleep. Go to sleep.
  • 1:01:47
Do it.
  • 1:01:49
Rest.
  • 1:01:50
It's happening.
  • 1:01:53
I commit you to the ground, Lord Oak and Bay.
  • 1:01:59
Well done, ladies and gentlemen.
  • 1:02:02
That was a good fight.
  • 1:02:03
That was good.
  • 1:02:04
I'm grabbing my need on the Titan Bark chest plate.
  • 1:02:10
And now it is time to reveal the glory of our pursuits.
  • 1:02:17
I am going to equip said things.
  • 1:02:35
Oh, it looks so good.
  • 1:02:38
Oh, yeah.
  • 1:02:39
It looks so glorious.
  • 1:02:42
Jelly.
  • 1:02:43
How's our art team so good?
  • 1:02:45
I know.
  • 1:02:46
The art team is unbelievable.
  • 1:02:47
I mean, really.
  • 1:02:48
They're just so good.
  • 1:02:50
Well, everyone, I hope you guys enjoyed this brief demonstration of our Alpha 2 preview for the Tank archetype.
  • 1:02:59
Of course, as we said, this is all a work in progress.
  • 1:03:01
There are many things that will change.
  • 1:03:03
Testing is very important.
  • 1:03:04
Your feedback is incredibly important.
  • 1:03:07
Make sure that you leave all commentary possible within the YouTube video on our forums, on our Reddit, on Twitter, everywhere possible.
  • 1:03:14
We always take that stuff very seriously, and we iterate upon it, as you've seen between November's livestream and this month's livestream.
  • 1:03:21
I hope you all enjoyed it.
  • 1:03:23
Keenan, Trad, Brian, thank you very much for joining us.
  • 1:03:27
And we will see you all next time.
  • 1:03:31
Cheers.
  • 1:03:32
Cheers, everyone.
  • 1:03:33
Well, we hope that you guys enjoyed that.
  • 1:03:47
We will have some of that video playing in the background.
  • 1:03:50
I know that there's a lot of questions.
  • 1:03:53
I tried to grab some of them as best I could.
  • 1:03:56
But of course, we won't get to everything today.
  • 1:04:01
But if you have any other questions for us or if you have thoughts, which I see a lot of thoughts from you all.
  • 1:04:08
We have a couple threads up, one regarding tanking and one regarding UI and looting.
  • 1:04:13
So if you have thoughts on those things, definitely go give us a feedback over on our forums, forums.ashisofcreation.com.
  • 1:04:19
We super duper appreciate it.
  • 1:04:20
We put a lot of reports together for our developers, and then we present those and we discuss them.
  • 1:04:24
And a lot of the times, we're all on the same page.
  • 1:04:27
We're already thinking those things.
  • 1:04:28
So I'm going to go through some of the things that you guys had questions about here, which is first and foremost, there were a lot of concerns about threat.
  • 1:04:36
A lot of people didn't understand how holding threat works because you were holding threat at some point.
  • 1:04:42
I know.
  • 1:04:43
I know.
  • 1:04:44
Well, it's important to remember that these previews are done at a very low level, right?
  • 1:04:49
So these are low-level skills and abilities that the archetypes have available to them.
  • 1:04:54
And so because of that, some of the functionality from these abilities, they don't necessarily perform as well as you would want them to in a later stage of the game for that role.
  • 1:05:07
Now, also keep in mind that balance is a perspective that needs to be incorporated also.
  • 1:05:15
So threat is generated based off of a few factors.
  • 1:05:18
It's based off of damage done.
  • 1:05:19
It's based off of healing done.
  • 1:05:21
It's based off of threat generation modifiers that are on abilities.
  • 1:05:27
Now, the tank in this situation, I believe, has two abilities that are going to generate additional threat.
  • 1:05:34
They have the number two ability, and then they also have the shout ability.
  • 1:05:43
Both of those are creating additional threat.
  • 1:05:45
But with that being said, we need to tune probably those abilities up a little bit to contend with the DPS that's coming both from the Ranger and with the heals that are coming out of the cleric.
  • 1:05:56
All right.
  • 1:05:58
And the next questions here are in regards to blocking and dodging.
  • 1:06:03
Will all classes be able to have active blocking?
  • 1:06:06
And then also, can you active block without a shield?
  • 1:06:09
Because mostly we only saw you doing that when you got the shield afterwards.
  • 1:06:14
Yeah, absolutely.
  • 1:06:16
So active block will not be as performant in mitigating the incoming damage with weapons that aren't using a shield.
  • 1:06:23
However, you will be able to active block with that currently as it stands in the design.
  • 1:06:27
And then the other question about active block was, I'm sorry.
  • 1:06:30
It was the shield one, and the other one was will all classes get active block?
  • 1:06:35
So it's like can you active block without a shield?
  • 1:06:37
Oh, so you can active block without a shield, and all classes can active block.
  • 1:06:41
But it's not a universal ability at the moment.
  • 1:06:45
And then are there iframes in dodges when you're dodging?
  • 1:06:50
We aren't using iframes for dodging.
  • 1:06:52
However, we are toying with the idea of a dodge increasing certain stats that are opposed to checks,
  • 1:07:00
such as accuracy versus evasion, and potentially boosting mitigation
  • 1:07:07
by spec into certain passives that augment their dodge ability.
  • 1:07:11
And then there were a lot of questions regarding UI stuff.
  • 1:07:16
But yeah, I'll start with the performance thing, which was people were saying that it was really cool
  • 1:07:21
seeing the grass get knocked down and stuff like that.
  • 1:07:24
But people are worried about GPU drain, and they were curious if they'll be able to toggle that off.
  • 1:07:30
Yeah, so there's a lot of bells and whistles that are intended on the client rendering side
  • 1:07:36
for these types of features that players will have the ability to scale up or down or off from a performance perspective.
  • 1:07:46
And then I think people are wondering if this video is with UE 5.1,
  • 1:07:53
because we've been talking about the fact that we are going to be swapping over to that.
  • 1:07:56
Right.
  • 1:07:57
No, our 5.1 is not scheduled to be complete until probably another week or two.
  • 1:08:03
We're moving over to that.
  • 1:08:05
Cool.
  • 1:08:07
And then we have UI stuff, which is, will there be an auto-loot option?
  • 1:08:12
A lot of people saw that you were manually looting things, and they were curious if there would be an auto-loot,
  • 1:08:17
or they could have some kind of pet that would auto-loot for them.
  • 1:08:20
No, not a pet that can auto-loot.
  • 1:08:22
However, we are toying with the idea on the interact of double tapping or some other type of keystroke input
  • 1:08:29
that would not require you to interact with the loot container itself, but would just grab everything off of it.
  • 1:08:35
Especially if there's multiple loot piles within a proximity radius,
  • 1:08:38
it would have to be very close proximity radius.
  • 1:08:41
You could double tap to interact with all those and pull them in.
  • 1:08:44
And then there were a lot of thoughts on the nameplates and how it's kind of hard to tell mobs versus your party
  • 1:08:50
because everything was like red.
  • 1:08:51
I know their nameplates aren't complete yet, but I don't know if you want to talk a little bit about the direction of where that's headed.
  • 1:08:56
Yeah, so nameplates really actually require a big refactor on our end that we haven't done yet.
  • 1:09:03
However, that is something that TechArt and engineering, as well as our UX UI team,
  • 1:09:09
are going to be doing over the course of probably the next month to month and a half.
  • 1:09:14
It's a big refactor both from performance reasons, how we're going to be able to occlude those nameplates
  • 1:09:19
with in-world obstacles in line of sight, as well as prioritizing and clamping their sizes and distances
  • 1:09:28
that need a bit of a refactor and of course their visual appearance.
  • 1:09:33
So that's work that's still outstanding.
  • 1:09:35
And I think that kind of ties in line with being able to tell whether an enemy is in a lead or not
  • 1:09:42
and also just kind of different types of mobs.
  • 1:09:45
Yeah, that's general UX treatment of the nameplates that's going to include, which has already begun a little bit,
  • 1:09:51
but is going to include, as you said, those indicators like resistances, buffs that are present,
  • 1:09:57
whether they're elite or not, they'll have probably a star format to indicate that with their hit point allocation.
  • 1:10:05
There's a lot of treatments from a UX perspective that needs to be included in the artwork.
  • 1:10:09
Is their power level over 9,000? That's the question.
  • 1:10:12
Right.
  • 1:10:12
And then of course we have, will bosses look different than regular mobs?
  • 1:10:17
Or is this kind of just a placeholder to show that, hey, the boss in this area is a little bigger than the other ones,
  • 1:10:24
but they kind of look similar?
  • 1:10:26
Oh, yeah.
  • 1:10:27
So it kind of depends on the types of bosses we're talking about, right?
  • 1:10:30
We have regional, we have hunting ground, we have elites, we have mini bosses, we have dungeon bosses, we have raid bosses.
  • 1:10:38
There's a lot of different types of creature types.
  • 1:10:41
And these in particular are more really elite spawns for this location.
  • 1:10:46
They're not really probably considered bosses because they can be handled by a single party.
  • 1:10:50
But the rare spawns obviously have a longer respawn time.
  • 1:10:54
And so sometimes you'll see that they're scaled up from a size perspective,
  • 1:10:59
but most of the time you're going to see if it's a named mob that it's going to have a unique character appearance.
  • 1:11:05
And then will there be range indicators for abilities?
  • 1:11:09
So, for instance, like if I have ability that can be used within X amount of meters,
  • 1:11:15
can I kind of see that as I'm using it versus just hitting it and then seeing that it does it?
  • 1:11:23
You mean from like a...
  • 1:11:27
Like if I have a grapple that has like a range of 60 meters, right?
  • 1:11:33
Can I see that distance a little bit more obvious?
  • 1:11:36
It depends. If it's a targeted ability, the indicator when targeting will tell you,
  • 1:11:43
great out or not, that the ability can be used based on distance.
  • 1:11:47
If it is a templated ability, which means it's a skill kind of skill based use,
  • 1:11:52
you'll need to get a feel for those distances.
  • 1:11:55
And that's kind of some skill based learning where you get an idea for what those distances are.
  • 1:12:03
Some of those will have template indicators, but they'll be very in world and immersive.
  • 1:12:10
We're not utilizing more UI centric looking indicators,
  • 1:12:15
but generally the AOE templates are meant to be kind of skill based.
  • 1:12:20
And then when it comes to tanking, will it be primarily the tank archetypes that will be able to tank?
  • 1:12:28
Or can other people tank?
  • 1:12:30
No, I mean other people can tank. It really depends on the setting, right?
  • 1:12:35
If we're talking like high end rating or done engineering
  • 1:12:39
and playing in these areas that require a main tank,
  • 1:12:43
that role and responsibility lies to the tank archetype.
  • 1:12:46
Now, tank archetypes can obviously take secondary archetype selections
  • 1:12:49
and they can hybridize across different roles.
  • 1:12:52
That'll give them a bit of horizontal utility or horizontal progression to the augment system.
  • 1:12:59
And the best tanks are going to be the tanks that double down in that role.
  • 1:13:04
But the game here is agency, player agency and providing that kind of unique build options.
  • 1:13:13
People want to use a wand and a shield, Stephen.
  • 1:13:15
Right. Well, I don't know about a wand and a shield.
  • 1:13:19
But yeah, no, it's something that is intending to allow players to have agency over that.
  • 1:13:25
And for those of you wanting to hear more about augments and stuff,
  • 1:13:28
we'll be talking more about that in the future. So stay tuned.
  • 1:13:31
And then also people are wondering about how are you designing encounters around active blocking?
  • 1:13:35
Will it be situational use or what I expect to be laying on my block keybind for most of the fight
  • 1:13:42
to prevent getting deleted by bosses?
  • 1:13:44
Kind of like they're wondering if the gameplay,
  • 1:13:46
because obviously seeing the gameplay right now it's in its core loop,
  • 1:13:49
which is a little bit more simplistic.
  • 1:13:51
Absolutely. Yeah, it depends really on the type of adversary you're facing.
  • 1:13:56
Some of them are going to have indicators or tells that a big attack is coming.
  • 1:14:01
It's an animation windup where you'll have an opportunity to use active block
  • 1:14:06
in very unique situations that are based on timing
  • 1:14:10
and mitigate additional mitigation for those incoming one-off attacks.
  • 1:14:14
In other occasions, you'll be able to use it off of rotational cooldowns
  • 1:14:19
or if you're waiting for a particular ability or, you know,
  • 1:14:22
during the use of your Aegis, right?
  • 1:14:27
There's different situations for when active block is a relevant use case.
  • 1:14:32
Yeah. And of course, we are still in development.
  • 1:14:35
There's many things that will be changing along the way.
  • 1:14:37
So if you follow the journey and if you've been following us so far,
  • 1:14:40
you've probably seen some very strides in what we've done,
  • 1:14:43
especially from Alpha 1 to moving towards our Alpha 2.
  • 1:14:47
But I think I'm going to wrap up the questions here.
  • 1:14:48
I know there are some forum questions that we'll do in the Q&A section.
  • 1:14:52
I just wanted to grab a few that were, I noticed were pretty vocal in the chat.
  • 1:14:56
Yeah, absolutely.
  • 1:14:57
There were a lot of comments about Stephen's gameplay.
  • 1:15:00
So I do want to comment on that real quick, though.
  • 1:15:03
Just so you guys are aware, you know, I do take a certain persona
  • 1:15:09
when kind of showcasing this because, again, it is intended for an audience
  • 1:15:13
that's not core per se, but sometimes might be tuning in for the first time
  • 1:15:17
and seeing what the development of the game is all about.
  • 1:15:19
And, you know, it's much more fun to be kind of a participant in that exploration
  • 1:15:25
rather than a recipient of knowledge and information
  • 1:15:28
if you're seeing it for the first time.
  • 1:15:30
So there's a bit of duality in kind of that streamer-esque persona.
  • 1:15:34
However, with that being said, what I want to do with this particular video
  • 1:15:40
is I want to upload a 4K version of it after the stream,
  • 1:15:43
but I'm going to rerecord it because of the audio issues that we had,
  • 1:15:47
and I'm going to be a bit more descriptive and definitive in the demonstration
  • 1:15:51
so that, you know, we can try that and see how that feels.
  • 1:15:55
But I would say that that'll take probably a couple of hours or so.
  • 1:15:59
All right.
  • 1:16:00
And we'll use some of our other equipment that we have now, which is exciting.
  • 1:16:04
So with that, we're going to head on over to look at character goodies.

Character Art Update

  • 1:16:09
I always love the character art updates.
  • 1:16:11
Character art updates.
  • 1:16:14
So first and foremost, we have some really neat Cyclops goodies,
  • 1:16:19
which if you've been following along with us,
  • 1:16:22
you've probably seen that we are going to be showcasing some Cyclops action.
  • 1:16:28
And we've shown a little bit of the Cyclops over the months,
  • 1:16:33
if you've kind of gone back and look.
  • 1:16:35
But now we're showing you the weapons that are getting 3D modeled,
  • 1:16:39
which looks very cool.
  • 1:16:41
There's a variety of Cyclopses.
  • 1:16:43
Cyclops-I? Cyclops-y?
  • 1:16:46
What's the Cyclopses?
  • 1:16:48
What's the plural?
  • 1:16:50
Cyclop-I?
  • 1:16:52
But we have some really cool looking.
  • 1:16:56
Yeah, those look great.
  • 1:16:58
Who modeled these?
  • 1:17:00
These ones were modeled by a variety.
  • 1:17:02
So the spear is Chris, and then Manny did the staff, the mace, and the shortbow.
  • 1:17:06
Love it.
  • 1:17:07
Looks great.
  • 1:17:08
I wrote them down this time so I don't forget.
  • 1:17:10
Yay.
  • 1:17:12
I was like, Stephen's going to ask, and I need to have the answer.
  • 1:17:17
Next up we have the tank and hammer that you saw, or the tank and hammer,
  • 1:17:23
the sword and hammer that you saw.
  • 1:17:25
The tank and hammer.
  • 1:17:26
Stephen playing with the tank.
  • 1:17:28
Wow.
  • 1:17:30
In Alder glory.
  • 1:17:32
Quite beautiful.
  • 1:17:35
And then I got a little teaser for you.
  • 1:17:37
Teasing something that's coming up.
  • 1:17:40
But this is called, well, it's like our shield, our carfen shield.
  • 1:17:44
That's not the full name of it, but that might tease a little bit of what might be coming.
  • 1:17:48
Oh, carfen.
  • 1:17:50
Carfen.
  • 1:17:52
And Danny worked on this one.
  • 1:17:54
Looks great.
  • 1:17:55
Looks very good.
  • 1:17:57
And then we've got, you guys have seen the Najash being worked on quite a bit,
  • 1:18:03
but this one is the enforcer model.
  • 1:18:06
Looking pretty cool.
  • 1:18:08
And then we actually have the 3D turntable for the shaman,
  • 1:18:13
which I believe we showed the shaman model in work in progress previously.
  • 1:18:18
But now you're seeing.
  • 1:18:20
Love it.
  • 1:18:21
The 3D one.
  • 1:18:22
It's sick.
  • 1:18:24
Some snake people.
  • 1:18:26
And then you also see their staff, which is awesome.
  • 1:18:30
I can't wait to see the animations for these.
  • 1:18:33
Oh, yeah.
  • 1:18:34
I loved seeing the animated armor today with like their little, their lightning zap thing.
  • 1:18:39
That ability looks so cool.
  • 1:18:42
And then we've got the boulder stone bulldog, which Jinsei worked on.
  • 1:18:51
I love his little face.
  • 1:18:53
I know.
  • 1:18:54
He's like a ram and a doggo had a baby.
  • 1:18:57
Yeah.
  • 1:18:58
And he's a mount.
  • 1:19:00
He's a bull goat.
  • 1:19:01
And bull goat.
  • 1:19:03
And bull ram.
  • 1:19:05
Very cool.
  • 1:19:08
And then we've got the oak stout.
  • 1:19:14
I can't wait to see the animations.
  • 1:19:17
I know.
  • 1:19:18
They're going to be awesome.
  • 1:19:21
It's utterly adorable.
  • 1:19:24
And I know I'm the worst.
  • 1:19:27
And then we've got our risen guardian,
  • 1:19:30
which is just disgustingly awesome.
  • 1:19:34
That's nasty.
  • 1:19:36
Nasty.
  • 1:19:37
This is the mount that you want to ride into battle to scare your enemies.
  • 1:19:44
Oh, yeah.
  • 1:19:45
It probably has like just an aura of rotting flesh.
  • 1:19:48
You need to make some will saves or fortitude saves when you get near it.
  • 1:19:52
Imagine the stench.
  • 1:19:55
This is where we need like smell-o-vision.
  • 1:19:58
I'm just kidding.
  • 1:19:59
And then we have some new stuff for you for Vec hairstyles.
  • 1:20:04
So brace yourselves.
  • 1:20:06
It's pretty awesome.
  • 1:20:08
So we're going to start with the Vec.
  • 1:20:10
This is a short hairstyle, a little knobbin.
  • 1:20:14
Love it.
  • 1:20:16
So good.
  • 1:20:23
I like the second ponytail that's going forward.
  • 1:20:29
And then we've got the reverse ponytail.
  • 1:20:32
The mohawk plus some beard action.
  • 1:20:36
Nice.
  • 1:20:38
Did we grab some reference images from Ryfy?
  • 1:20:43
I don't have some reference images, but Ryfy does have a sick mohawk.
  • 1:20:49
He's one of our producers.
  • 1:20:54
And then we've got the long beard, which kind of reminds me of Zach's beard a little bit.
  • 1:21:02
Zach, yeah.
  • 1:21:03
But like more scruffy.
  • 1:21:07
And then, you know, we got to rep.
  • 1:21:09
We got to have the ladies.
  • 1:21:10
So we have a short hairstyle for our Vec ladies.
  • 1:21:15
We will have many, many, many hairstyles, homies.
  • 1:21:18
So do not fret.
  • 1:21:20
These are just a few we're showing for the Vec.
  • 1:21:25
And I think this next one's my favorite, but it's the long pony for the Vec.
  • 1:21:32
Oh, yeah.
  • 1:21:33
That one's cool.
  • 1:21:34
I can cosplay this one.
  • 1:21:35
I can't wait to see the physics, the physics sim on that.
  • 1:21:38
Oh, yeah.
  • 1:21:39
People are going to be like, that better not be going into my clothing.
  • 1:21:42
Good luck with that, animators.
  • 1:21:44
And that is the wonderful character art update.
  • 1:21:50
And always they do so many amazing things.
  • 1:21:52
We can't show everything.
  • 1:21:53
We'd be here all day.
  • 1:21:54
But we do like to take bits and pieces that are really cool.
  • 1:21:57
And we do want to keep some things as surprises.
  • 1:22:00
So with that, we're going to swap over and do a little Q&A from the forums.

Studio Update

  • 1:22:06
If you submitted your questions, thank you so much.
  • 1:22:08
We super duper appreciate it.
  • 1:22:11
Actually, Stephen, do you want to do a quick studio update before we do Q&A?
  • 1:22:17
Yeah, no.
  • 1:22:18
January has been an awesome month so far.
  • 1:22:22
Like I said, we started off pretty quick.
  • 1:22:25
We have some pretty ambitious hiring goals for this year.
  • 1:22:34
And I think you guys last year in the community
  • 1:22:39
have helped us spread awareness for the studio and for the project
  • 1:22:43
on all the socials.
  • 1:22:45
And of course, we've seen, as most of you are aware,
  • 1:22:50
some turbulent times in the tech industry in general,
  • 1:22:53
as well as across the games industry specifically.
  • 1:22:56
Intrepid Studios is hiring.
  • 1:22:59
We can be a resource for those individuals who have been impacted
  • 1:23:02
by those recent layoffs.
  • 1:23:03
And our heart goes out, of course, to all of them.
  • 1:23:06
If you know anyone who's been impacted, direct them to IntrepidStudios.com
  • 1:23:10
where we have all of our current jobs postings listed
  • 1:23:13
and make sure that they know there's going to be updates coming
  • 1:23:16
over the course of the next 30 to 60 days for additional positions
  • 1:23:20
that will be listed as well.
  • 1:23:21
And of course, if you don't see a position listed there
  • 1:23:23
or you know of someone who you think would be a great fit
  • 1:23:26
for the team and the project, you can direct them to just send in
  • 1:23:29
their resume, even without a position listed.
  • 1:23:33
So that's going to be good.
  • 1:23:35
And then in addition, there's a lot of feedback that we need
  • 1:23:42
and that we share with you guys, especially in these updates.
  • 1:23:45
And the community team does a great job at collecting that feedback.
  • 1:23:48
So make sure that you guys are posting and giving us all your thoughts
  • 1:23:51
because that stuff is very important, especially as we get into this year
  • 1:23:55
specifically, where we have a lot of things planned.
  • 1:23:59
A lot of things.
  • 1:24:00
A lot of things.
  • 1:24:00
A lot of things are happening.
  • 1:24:04
With that, we will go to our Q&A.

Outro and Q&A

  • 1:24:06
I was looking through my run of show and I was scrolling down.
  • 1:24:09
I hit the button on the overlay and I was like, oh, no.
  • 1:24:12
But with that, we will chat a little bit about the Q&A.
  • 1:24:17
So the first question here from our lovely forum folks is from Symex.
  • 1:24:21
We have a few that are actually tank related.
  • 1:24:23
So thanks, guys.
  • 1:24:24
You kept everything a little bit on topic and then we have some that are not.
  • 1:24:27
So we will start with the tank ones since we got it on our mind right now.
  • 1:24:31
The first one is about damage mitigation.
  • 1:24:33
Should a skilled tank be able to prevent all damage to their party
  • 1:24:36
or should there be situations that no matter what your skill,
  • 1:24:40
the party will take some damage?
  • 1:24:42
Yeah.
  • 1:24:43
Yeah, absolutely.
  • 1:24:44
There is a few ways that that gets accomplished, both from an ability creation
  • 1:24:49
perspective with regards to the class kits and what they are capable of doing,
  • 1:24:53
but also in the encounter design and how we want to structure the AI
  • 1:24:57
and behavior tree of our monsters not to be very simplistic in their engagement.
  • 1:25:02
So that is important.
  • 1:25:05
It's cool to, as a tank, have some control over the encounter,
  • 1:25:11
but it's also not cool if the control creates an entirely predictive gameplay loop.
  • 1:25:17
So with that being said, we want to introduce that element of chaos
  • 1:25:26
because that makes things kind of fun and reactive
  • 1:25:30
and reactive gameplay is skill based gameplay and that's a good thing to have.
  • 1:25:35
All right.
  • 1:25:36
And the next question is from Immortality.
  • 1:25:39
This is about general tank play.
  • 1:25:41
Will tanks have some form of stances to swap between that increases damage
  • 1:25:46
dials at the cost of defenses?
  • 1:25:49
Yes.
  • 1:25:50
So those are some hybridization options that should be available as part of the class kit.
  • 1:25:55
They can be further expanded upon with access to augment systems
  • 1:25:58
and depending on your secondary class choice.
  • 1:26:00
But again, the idea here is player agency.
  • 1:26:03
So we don't prescribe what that class fantasy or class role is.
  • 1:26:07
There's a lot of directions that players can take as part of that agency
  • 1:26:10
and that comes down to how they compose their skill trees.
  • 1:26:15
All right.
  • 1:26:17
And then we've got damage and aggro from Super Waffle Fry.
  • 1:26:22
I like that name and it's making me hungry.
  • 1:26:24
Tanks need to do two things, mitigate damage and hold aggro.
  • 1:26:28
How will tank weapons, shields and armor balance these two dynamics compared to other gear sets?
  • 1:26:36
Well, I think it does so in a few ways.
  • 1:26:39
I mean, obviously stack composition and your itemization choices are important,
  • 1:26:43
making sure you're driving up your constitution-based stat allocation
  • 1:26:48
through selection of certain set bonuses and or stat modifiers.
  • 1:26:52
But in addition, a big portion of that is not just through itemization,
  • 1:26:55
but also through your skill tree selections.
  • 1:26:59
And, you know, they don't have to be diametrically opposed.
  • 1:27:02
The ability to kind of garner additional threat is predicated on your rotational selection
  • 1:27:09
and how you are leveraging certain types of set bonuses that are catered towards that role specifically.
  • 1:27:16
So some set bonuses will have specific very targeted benefits like additional threat generation.
  • 1:27:22
But in addition, you know, if you're going to mitigate damage,
  • 1:27:25
you need to make sure you're focusing on your health pool.
  • 1:27:27
How much health pool do you have available to you?
  • 1:27:29
What type of damage are you mitigating?
  • 1:27:31
Because we have different types of damage mitigation from magic to physical.
  • 1:27:34
And that's predicated on who your opponent is, where your adversary lives.
  • 1:27:38
You know, both of those are viable strategies.
  • 1:27:42
All right.
  • 1:27:43
And then we have Orbificator, and they want to know about being unkillable.
  • 1:27:47
Will I be able to fulfill my fantasy of having a ridiculously large health pool
  • 1:27:52
at the cost of other attributes?
  • 1:27:55
You will have significant agency over the allocation of your stat progression.
  • 1:28:01
Yes.
  • 1:28:02
Some of that will be baked in based on the archetype selection.
  • 1:28:06
But a large portion of that will come down to your itemization selection,
  • 1:28:09
your selection of tattoos and other ancillary types of augments
  • 1:28:12
and or benefits you can apply to specific items such as socketing.
  • 1:28:15
But generally, if you want to make a very con-heavy HP-focused tank, you can do that.
  • 1:28:24
All right.
  • 1:28:26
The next one is PvP gameplay.
  • 1:28:28
And this one's from Nice Gaming, but not spelled like nice.
  • 1:28:31
What steps are being taken or considered to make the tank archetype viable in PvP engagements?
  • 1:28:40
Well, there is a whole host of things that are taken.
  • 1:28:46
It's important to note that in a lot of MMOs that probably many of us have played,
  • 1:28:50
PvP can feel like a slapped-on design consideration.
  • 1:28:55
And our approach is very holistic in the sense that we take into account the fact
  • 1:29:00
this is a PvX game.
  • 1:29:02
So when we're designing the class kits, we are making sure that mechanics and designs
  • 1:29:07
are targeting applicability both in PvE settings as well as PvP settings.
  • 1:29:13
That's very important.
  • 1:29:16
There are also special mechanics like how threat is used in PvP,
  • 1:29:20
how taunts are used in PvP.
  • 1:29:23
Those things, I think, require testing.
  • 1:29:26
But we have some ideas that will make them relevant so that you don't have abilities
  • 1:29:31
that have no relevancy in PvE or PvP but have some cross-application.
  • 1:29:38
All right.
  • 1:29:40
And then we've got the off-tanking.
  • 1:29:42
And this is from Sago.
  • 1:29:44
And they want to know how will off-tanks remain useful in raids or dungeons
  • 1:29:48
when they don't need to tank for a specific fight?
  • 1:29:52
There's a few cases in which off-tanks, of course, are relevant.
  • 1:29:59
I mean, when you're fighting in a dungeon, you have the occasional adds that come in
  • 1:30:03
where the primary tank might be focused on keeping your party's target aggroed
  • 1:30:12
and the off-tank has the ability to kind of hold aggro on adds
  • 1:30:15
until the main tank is finished with their target.
  • 1:30:18
In addition, you have certain types of abilities like taunts that are immediate redirects on threat
  • 1:30:25
without having to acquire or accrue the appropriate threat to hold that aggro
  • 1:30:29
that can utilize those taunts situationally based off of the threats that are appearing to the party.
  • 1:30:36
There's a lot of, I mean, there's a broad scope of applicability
  • 1:30:42
that applies to these types of roles like off-tank
  • 1:30:45
that I think are relevant and part of our overall kit designs.
  • 1:30:50
And this next question is one I feel like many people internally have also talked about,
  • 1:30:56
which is from MyoSotis, and they want to know about the name.
  • 1:31:05
Have you considered renaming the tank archetype?
  • 1:31:10
Yes, we have considered it.
  • 1:31:14
There are a few thoughts on that.
  • 1:31:20
The tank is a clear communicator.
  • 1:31:23
The tank name is a clear indicator kind of of the role
  • 1:31:28
that is more common in our average MMO vernacular, right?
  • 1:31:33
Now, from a role-play perspective, there are questions about keeping that name in world,
  • 1:31:42
in lore, so to speak, and not necessarily adopting the vernacular that the community has adopted.
  • 1:31:49
I think those are valid concerns, and it's something I'm not diametrically opposed to reconsidering.
  • 1:31:55
But I would say an update on that is not coming in the immediate future.
  • 1:32:00
All right.
  • 1:32:01
And then we're moving away from tank stuff, so it's gone.
  • 1:32:05
Barab wants to know about naval mechanics.
  • 1:32:08
Will there be a mechanic on ships that allow players to hire or install NPCs to control sails or fire cannons?
  • 1:32:18
No, we don't have the concept of including the mercenary or additive NPC solution
  • 1:32:25
or as a mechanic on naval ships.
  • 1:32:28
They are elsewhere within the game, but not intended for naval ships.
  • 1:32:35
And then Azrae wants to know about siege summons.
  • 1:32:39
Will there be level restrictions on who can participate in the activation of these abilities other than for the group leader?
  • 1:32:48
For summons during sieges?
  • 1:32:53
Are we talking about summoners or are we talking about siege weapons like vehicles?
  • 1:32:59
Will there be level restrictions on who can participate in the activation of these abilities?
  • 1:33:03
So if we're talking about vehicles and siege weaponry, that's agnostic of class kits,
  • 1:33:09
those will be predicated on individuals who have the items within their inventory in order to summon them
  • 1:33:15
and who are registered as part of, in the castle scenario, registered guild, or in the node scenario, an attacker, a valid attacker.
  • 1:33:24
With regards to the summoner class and abilities that exist within class kits,
  • 1:33:31
those types of summons will require that the summoner is an active participant in the siege or in the node siege, castle siege or node siege,
  • 1:33:43
in order to utilize that ability.
  • 1:33:46
And then if we're talking about the group summons, then the group summons would be utilized solely by the party leader.
  • 1:33:54
So that's an activation that occurs from the party leader.
  • 1:33:57
The party leader has to satisfy having that ability as part of their class kit
  • 1:34:02
and then having the necessary additive components from other classes that are part of the group.
  • 1:34:07
All right.
  • 1:34:08
And then Jamie Chaos wants to know about raid bosses.
  • 1:34:11
It was stated that raid bosses would change difficulty based on how fast a group was clearing them.
  • 1:34:18
If the raids are supposed to be open and not instanced, how does this work or do rooms lock once a boss is pulled?
  • 1:34:25
And this was something you had stated a long time ago.
  • 1:34:28
Yeah.
  • 1:34:29
So raid bosses are aware of the number of combatants within an area in proximity to them.
  • 1:34:37
And that awareness is part of an indicator to which behaviors they're going to utilize as part of their behavior tree.
  • 1:34:47
So as it's assessing the types of combatants that are facing it, the number of those combatants,
  • 1:34:52
the position of those combatants, the abilities and life totals of those combatants,
  • 1:34:57
it weighs certain actions in its behavior tree and then it acts on those actions.
  • 1:35:02
And in the scenario where you're bringing overwhelming odds to a particular fight,
  • 1:35:08
that might weigh heavier the AOE options that the boss has access to,
  • 1:35:14
to where they're utilizing a lot more AOE abilities during an engagement due to that overage of players.
  • 1:35:22
So in that sense, it's a bit adaptive.
  • 1:35:25
It's a bit dynamic based on the encounter scenario.
  • 1:35:29
And you haven't really seen our full AI encounters yet.
  • 1:35:33
We're very much in our core loop state as we're showing this showcase.
  • 1:35:38
So for people being like, you don't see that right now.
  • 1:35:42
It's because we're not showing that quite yet.
  • 1:35:46
And then Serena Venport wants to know about player housing.
  • 1:35:50
And this is our final question from the forums today.
  • 1:35:52
What limitation will we have with placing items we find in the world as decorations in our houses?
  • 1:36:01
There is a few limitations.
  • 1:36:04
Some of those limitations are specific to the type of housing that you own.
  • 1:36:10
Some of those limitations are at the recipe and workbench construction point as well.
  • 1:36:17
You need to have the necessary components to make those things.
  • 1:36:20
Placing them, there is an allotment quota that's based on the type of housing.
  • 1:36:25
And there is a grade restriction based on the type of housing.
  • 1:36:29
So if you have a mansion in node housing, you can place the best furniture.
  • 1:36:34
And furniture has mechanical components to it, game mechanics associated with them.
  • 1:36:38
They're not just visual or cosmetic.
  • 1:36:43
In addition, there might be limitations around how many of a particular type of furniture piece
  • 1:36:48
or decor item you can place inside of a property.
  • 1:36:55
So you might only be able to place one of a certain type.
  • 1:36:59
So there's a few rules around that.
  • 1:37:02
All right.
  • 1:37:03
And that's it.
  • 1:37:04
We've wrapped it up.
  • 1:37:05
Wow, we did it.
  • 1:37:06
Thank you for watching this on YouTube.
  • 1:37:08
We've probably made some edits because we're going to re-record the gameplay section
  • 1:37:12
to showcase that a little bit better.
  • 1:37:15
And for those of you who are watching this live with us, thank you for joining us
  • 1:37:19
and giving us a lot of feedback.
  • 1:37:21
We appreciate that.
  • 1:37:22
And of course, as always, head on over to our forums, forums.ashisofcreation.com.
  • 1:37:28
Give us feedback.
  • 1:37:29
We have tank thread up there as well as looting UI thread up there.
  • 1:37:33
So if you have thoughts, get them over to us.
  • 1:37:34
We always love seeing those.
  • 1:37:36
And as Stephen mentioned before, we do make reports on these
  • 1:37:39
and we send them to the development team.
  • 1:37:41
And sometimes we have meetings regarding these.
  • 1:37:43
And it really helps us ensure that we're always on the same page.
  • 1:37:45
And usually a lot of the feedback that you guys have is stuff that we're already like,
  • 1:37:48
yeah, we want to move forward in that direction anyway.
  • 1:37:51
Or we're already working towards that.
  • 1:37:53
Which is nice.
  • 1:37:54
Good validator.
  • 1:37:55
Absolutely.
  • 1:37:56
Exactly.
  • 1:37:57
It validates that we're on the right track.
  • 1:37:59
And of course, we would love for you to check out our Featherstone Royal Expeditions cosmetics.
  • 1:38:05
They will be swapping over February 8th, 2023 at 11 a.m.
  • 1:38:08
So if you want those, grab them.
  • 1:38:10
And of course, thank you or thank you very much viewers for joining us.
  • 1:38:15
And of course, to our lovely developers, Keenan, Trad, Brian, and Stephen
  • 1:38:20
for showcasing our tank.
  • 1:38:23
And we hope that you all stay safe and healthy.
  • 1:38:26
We'll have a 4K video up on YouTube.
  • 1:38:28
We'll have the whole development video up on YouTube as well.
  • 1:38:32
One will come today and the other one will go tomorrow.
  • 1:38:35
And then of course, on the development update video, if you leave us a comment
  • 1:38:38
and you subscribe, your comment could possibly be the lucky winner
  • 1:38:42
that will be showcased on our next development update next month.
  • 1:38:46
So please follow us in all the places at Ashes of Creation.
  • 1:38:50
And we'll see you guys all next month.
  • 1:38:52
Any last words, Stephen?
  • 1:38:54
No, just thank you guys.
  • 1:38:55
Make sure to give us your feedback.
  • 1:38:57
We appreciate it as always.
  • 1:38:58
And of course, we endeavor to present you guys with the most amazing MMORPG possible.
  • 1:39:03
And our goal has always been to make you proud.
  • 1:39:07
So keep us informed on your feedback and give us all the thoughts.
  • 1:39:12
Yeah, we love seeing all your thoughts.
  • 1:39:15
So we'll see you all next month.
  • 1:39:17
Bye, everyone.
  • 00:00
Yeah.
  • 00:20
Hello and welcome to our
  • 00:21
glorious ashes of creation.
  • 00:23
January development update.
  • 00:25
It's our first stream of the
  • 00:28
year.
  • 00:30
Isn't that crazy?
  • 00:32
That is very crazy.
  • 00:34
I was just talking with you the
  • 00:36
other day actually about how it
  • 00:38
feels so long since we've had a
  • 00:40
live stream.
  • 00:42
Yes, it has been, well, it's
  • 00:44
because the months, so we have
  • 00:46
like a little bit of a
  • 00:47
situation whenever it's
  • 00:48
December and November, it's
  • 00:50
like everything is so fast and
  • 00:51
they're back to back.
  • 00:52
And then when it gets around the
  • 00:54
time for January, everything
  • 00:55
feels super long because we
  • 00:58
have been doing this for a long
  • 01:00
time.
  • 01:01
And when we were doing our live
  • 01:02
stream, it was making me sad.
  • 01:03
I went like the week beyond the
  • 01:05
normal cadence for me and I was
  • 01:07
just like something feels off.
  • 01:09
Well, now you're back and
  • 01:11
everyone gets to see our faces.
  • 01:14
But that's not why you're here.
  • 01:16
You want to see the tank.
  • 01:18
You want to see some tanking and
  • 01:20
some spanking.
  • 01:22
We'll definitely be showing you
  • 01:23
some of that.
  • 01:24
We'd like to thank everyone
  • 01:28
who's been watching us.
  • 01:30
I was like, thanks for joining
  • 01:32
us.
  • 01:34
But of course, you know, as a
  • 01:36
reminder, like we're here again.
  • 01:38
I'm Margaret Crone, I'm your
  • 01:40
director of communications.
  • 01:42
I got a title of achievement
  • 01:44
unlocked.
  • 01:46
And then of course with me as
  • 01:48
always is Stephen Sharif, our
  • 01:50
creative director.
  • 01:51
I hope you're doing well.
  • 01:52
It's been, you missed
  • 01:53
everybody.
  • 01:54
They've missed you.
  • 01:55
I know.
  • 01:56
Yeah, I've been doing great.
  • 01:58
I'm glad you're here.
  • 01:59
This has probably been our most
  • 02:00
productive January I think
  • 02:01
we've ever had as a company.
  • 02:03
A lot has happened a lot.
  • 02:05
I know.
  • 02:07
Especially I'm just like, it's
  • 02:09
Yeah, usually sometimes for
  • 02:11
studios, it can take a week to
  • 02:13
get back in the saddle again.
  • 02:14
But I feel like we hit the
  • 02:16
ground running.
  • 02:18
Day one was like, let's go.
  • 02:19
Yes.
  • 02:21
But I think everyone was
  • 02:22
refreshed.
  • 02:23
We got a lot of cool stuff to
  • 02:24
show off.
  • 02:25
And of course, we're working on
  • 02:26
a lot of stuff that you're not
  • 02:28
going to see here.
  • 02:29
And we'll give a little teasers
  • 02:30
of some stuff that's coming up.
  • 02:31
But of course, to remind you of
  • 02:33
what you're going to see today,
  • 02:35
we are going to go through some
  • 02:36
quick reminders.
  • 02:37
They're super quick.
  • 02:38
And then we have our tank
  • 02:39
update.
  • 02:40
We'll get right into it.
  • 02:41
We know that's why you're here.
  • 02:42
And then we have our character
  • 02:43
art and studio update and
  • 02:44
questions and answers.
  • 02:46
And look at this overlay.
  • 02:47
Mike Vecchio bringing it in.
  • 02:49
Some new overlays for the new
  • 02:51
year.
  • 02:52
It's getting, you know, little
  • 02:53
Ashes of Creation fantasy
  • 02:55
vibes.
  • 02:56
We hope that you like it.
  • 02:58
Let us know what you think.
  • 02:59
We always try to take the new
  • 03:00
year, at least my team.
  • 03:01
We do like a refresher.
  • 03:02
So you'll see a lot of cool new
  • 03:03
assets coming down the line for
  • 03:05
all of our social stuff.
  • 03:07
And I know they're working on
  • 03:09
some fun things.
  • 03:10
So stay tuned on that front.
  • 03:12
But with that, we're going to go
  • 03:14
over our comment spotlight,
  • 03:16
which I think we need to grab
  • 03:19
from the thing about quick.
  • 03:22
Let us see.
  • 03:28
We have our cosmetic swap over
  • 03:30
that's happening.
  • 03:31
So I'll just remind you guys
  • 03:33
that the Featherstone Royal
  • 03:35
Expedition goodies are
  • 03:37
available.
  • 03:39
They will be swapping over soon.
  • 03:40
So if you would like them, make
  • 03:42
sure that you get them before
  • 03:44
11 a.m. Pacific on February
  • 03:45
8th.
  • 03:48
And those ones I got to design,
  • 03:49
which was really cool.
  • 03:51
Reminder that these are kind of
  • 03:52
NPCs that you'll see in the
  • 03:53
world, creatures that you'll
  • 03:54
see in the world.
  • 03:55
They are, you know, tied with
  • 03:57
the lore that we have going on,
  • 03:58
which is pretty exciting.
  • 04:00
And of course, we had our
  • 04:02
comment spotlight, which I'm
  • 04:03
going to swap over to.
  • 04:04
If you would like to be our
  • 04:06
comment spotlight, you can head
  • 04:07
on over to our YouTube channel,
  • 04:08
subscribe and leave a comment
  • 04:10
on this development update.
  • 04:11
So it's going to be January
  • 04:13
development update, the one
  • 04:14
that's titled that, which will
  • 04:15
go live on Saturday.
  • 04:17
But our question here, well,
  • 04:18
it's not, it's a comment plus
  • 04:20
question.
  • 04:21
I have been wondering how you
  • 04:22
will capture the storytelling
  • 04:23
from a casual point of view.
  • 04:27
A lot of the times where people
  • 04:29
reflect on what has happened in
  • 04:31
the MMO is by watching trailers.
  • 04:32
Arguably, in this person's
  • 04:34
opinion, one of, if not the best
  • 04:36
trailers out there is the Star
  • 04:38
Wars, the old Republic one,
  • 04:39
where they spend tons of money
  • 04:40
on capturing an audience through
  • 04:42
some phenomenal trailers.
  • 04:43
Are you looking to do the same
  • 04:44
or what kind of trailers can we
  • 04:45
expect from Ashes of Creation?
  • 04:47
And this is from Actually E-Pod,
  • 04:49
which, yeah, I have thoughts on
  • 04:51
this, but I'll leave it to you
  • 04:53
first, Stephen.
  • 04:55
So, Sotor, I thought did a
  • 04:56
great trailer and story and
  • 04:59
voiceovers.
  • 05:00
I thought all that was great
  • 05:01
with Sotor.
  • 05:04
You know, we're an independent
  • 05:06
studio.
  • 05:07
We'll start there.
  • 05:08
We'll just start there.
  • 05:09
With that being said, there are
  • 05:11
certain budgetary requirements
  • 05:13
in order to afford very, you
  • 05:15
know, high-end cinematics and
  • 05:18
voice actors.
  • 05:19
Probably not getting a blur
  • 05:21
trailer, if that's what you're
  • 05:22
asking.
  • 05:23
But we're going to be using
  • 05:24
that money to do that.
  • 05:26
Exactly.
  • 05:28
And what that means is how we
  • 05:30
want to implement on that front
  • 05:34
is really going to be in engine,
  • 05:36
in game, how we capture those
  • 05:38
scenes, how we capture those
  • 05:39
elements of story.
  • 05:41
And the good thing is, is that
  • 05:42
from a lore narrative and
  • 05:44
questing perspective, we have
  • 05:45
some functionality and tools
  • 05:47
that we're going to be utilizing
  • 05:49
to help tell the story from the
  • 05:53
story.
  • 05:55
And that story is derived from
  • 05:57
player action, from community
  • 05:59
engagement, from the social
  • 06:01
interactions and decisions made
  • 06:02
along these different story arcs
  • 06:04
that can occur.
  • 06:05
And each server is different.
  • 06:06
So not, you know, spending that
  • 06:07
amount of money or that amount
  • 06:09
of resources on creating these
  • 06:13
bespoke, very well-done
  • 06:15
trailers, we would have to
  • 06:17
create a lot to kind of show how
  • 06:18
certain story arcs, what the
  • 06:20
outcome looks like in
  • 06:23
different ways these story arcs
  • 06:24
can end, depending on what the
  • 06:25
players do.
  • 06:26
So we're going to leverage tech
  • 06:28
that captures kind of at the
  • 06:30
moment when something server
  • 06:32
first is done in the story arc,
  • 06:33
and those will be recorded on
  • 06:35
these memory fragments that
  • 06:38
players can collect within the
  • 06:40
game through their experiences
  • 06:42
and relive potentially through
  • 06:44
the cinematic that would be in
  • 06:46
game recorded, how an event went
  • 06:47
down, how a boss was killed, how
  • 06:49
a story arc ended, and how
  • 06:53
that story arc ended and how
  • 06:55
that story arc ended.
  • 06:56
And they can collect those
  • 06:57
things throughout that server's
  • 06:59
life and history, which I think
  • 07:01
is a really cool way to tell
  • 07:02
the story of the server, the
  • 07:04
history of the server.
  • 07:05
I think that's super cool.
  • 07:07
And that's kind of how we're
  • 07:09
going to acquire it.
  • 07:10
It's really going to be meant to
  • 07:12
portray in-game and also based
  • 07:14
on what the players did.
  • 07:16
Margaret, I don't know if you
  • 07:18
have thoughts on that.
  • 07:19
That's more like in-game
  • 07:20
cinematics.
  • 07:23
We're going to be doing some
  • 07:25
fun videos for Alpha 2 and Beta
  • 07:27
1 and Beta 2, and of course our
  • 07:28
launch is going to be a big
  • 07:29
deal for us.
  • 07:31
We will be doing lots of video
  • 07:32
snippets and goodies that we
  • 07:34
will be sharing and showcasing.
  • 07:35
So we'll definitely have
  • 07:37
trailers.
  • 07:39
They might not be blur level
  • 07:40
trailers, but we will do our
  • 07:41
best to make some really sick
  • 07:43
stuff that gets people hyped.
  • 07:44
And we'll probably, you know,
  • 07:46
from a marketing perspective,
  • 07:47
advertise in some spaces in
  • 07:49
order to get people excited
  • 07:50
about certain content pieces
  • 07:53
that we're going to be doing.
  • 07:55
So we will definitely put, we're
  • 07:57
saving our marketing budget for
  • 07:58
the right spaces, for the right
  • 07:59
places.
  • 08:00
We'll be doing a lot of content
  • 08:01
creator stuff, as you all know.
  • 08:02
We do have a content creator
  • 08:04
program that is open.
  • 08:05
It's currently in application
  • 08:06
phase.
  • 08:07
We will let you know when it
  • 08:08
switches to invitation phase,
  • 08:09
which will probably be closer to
  • 08:11
Alpha 2 because we, you know,
  • 08:12
you kind of need content to be
  • 08:14
able to make content.
  • 08:16
So for us and from our
  • 08:18
perspective, it makes the most
  • 08:20
sense for that to timeline
  • 08:23
because we have a bunch of
  • 08:25
content creators who are working
  • 08:26
with us, but they don't have
  • 08:27
content to share.
  • 08:28
Yeah, and we have a pretty good
  • 08:29
budget that's been allocated for
  • 08:31
marketing trailers and marketing
  • 08:32
endeavors.
  • 08:34
We haven't even utilized any
  • 08:36
budget towards marketing thus
  • 08:38
far.
  • 08:39
And we've, you know, from a
  • 08:40
project's perspective,
  • 08:41
obviously we've garnered a lot
  • 08:42
of attention because we have
  • 08:43
this transparent process of
  • 08:45
development where we keep you
  • 08:46
guys updated on a monthly basis.
  • 08:47
But as we grow closer to testing
  • 08:51
launch where those marketing
  • 08:53
dollars get a good return on ad
  • 08:55
spend, that's when we deploy
  • 08:57
those things.
  • 08:59
And I think you're going to be
  • 09:00
seeing just through the
  • 09:01
production quality that you see
  • 09:02
that Margaret and her team
  • 09:03
provide on the monthly cadence
  • 09:04
with our development updates,
  • 09:06
that is going to be met same
  • 09:07
course on the marketing side.
  • 09:09
Oh, for sure.
  • 09:11
Like, we will be doing very cool
  • 09:12
things on, and obviously for us
  • 09:14
launch is going to be really
  • 09:15
exciting, especially for my team
  • 09:17
because that's when community
  • 09:20
is going to be really important
  • 09:21
to us.
  • 09:22
We're going to be able to get
  • 09:24
to the service and, you know,
  • 09:26
GMs and things like that so we
  • 09:27
get to have a little bit more
  • 09:28
fun because we get to interact
  • 09:29
with you guys.
  • 09:30
And we also get to utilize
  • 09:31
things that you're doing in
  • 09:32
game like Stephen was talking
  • 09:33
about, those big moments on
  • 09:34
servers where we get to
  • 09:35
interact with them or maybe
  • 09:36
we'll have like a news live
  • 09:38
stream where we work with
  • 09:39
different people from all the
  • 09:40
different servers to bring us
  • 09:41
information.
  • 09:42
Like, we're going to do a lot of
  • 09:44
cool, fun things.
  • 09:46
You know, guild programs is
  • 09:47
something that we've talked
  • 09:48
about in the past too, which is
  • 09:50
really cool.
  • 09:51
And if you've seen stuff that
  • 09:52
I've done at previous companies
  • 09:53
in regards to that, you'll know
  • 09:55
that I'm a big fan of that
  • 09:56
stuff.
  • 09:57
So we will have a lot of fun,
  • 09:59
don't you, Larry?
  • 10:01
And when it comes to trailers
  • 10:02
and videos, we will have plenty
  • 10:03
of them.
  • 10:04
Right now it doesn't make sense
  • 10:05
for us to make a ton of videos
  • 10:06
because, you know, we're in
  • 10:08
development.
  • 10:09
We want to make sure that we're
  • 10:10
not making too much content
  • 10:11
where we have to keep up with
  • 10:12
stuff that doesn't make sense
  • 10:13
while we're heads down trying to
  • 10:14
make the game.
  • 10:15
Especially when those things can
  • 10:16
change.
  • 10:17
Yeah, absolutely.
  • 10:18
Exactly.
  • 10:19
And so, Larry, what is Ashes of
  • 10:20
Creation?
  • 10:21
Well, we need to make that game
  • 10:22
first so that we can make that
  • 10:24
video.
  • 10:25
Yes.
  • 10:26
And we need to go through the
  • 10:27
iterative testing loops, which
  • 10:28
is where the game can really
  • 10:29
change, right?
  • 10:30
That's the very most important
  • 10:31
part is, you know, we have
  • 10:32
well-defined systems and
  • 10:35
features that we've built thus
  • 10:36
far, but really how those
  • 10:38
features survive and in the way
  • 10:40
they survive comes after the
  • 10:42
testing environment.
  • 10:43
And that testing environment is
  • 10:45
most applicable with a live
  • 10:46
audience.
  • 10:48
So, you know, our efforts, our
  • 10:49
endeavors are always to work
  • 10:50
towards that next live audience
  • 10:51
testing, which of course is
  • 10:53
Alpha 2, that we've made some
  • 10:54
significant progress towards.
  • 10:55
We'll have some pre-Alpha 2
  • 10:57
testing, too, that we're going
  • 10:58
to do to make sure that we're
  • 10:59
ready to open the floodgates
  • 11:00
because Alpha 2 is a lot of
  • 11:01
players.
  • 11:02
Yes.
  • 11:03
Whereas Alpha 1 was, I mean,
  • 11:04
it's a good amount of players
  • 11:05
Alpha 1 was, but we want to kind
  • 11:06
of make sure that we're ready.
  • 11:07
I think our Alpha 2 has over
  • 11:09
100,000 people that have
  • 11:10
purchased into it, so it's a
  • 11:11
pretty significant testing
  • 11:12
environment.
  • 11:13
Yeah, we were originally going
  • 11:14
30,000.
  • 11:15
And obviously that explodes.
  • 11:16
I know.
  • 11:18
Obviously that explodes when we
  • 11:19
get closer to Alpha 2 testing.
  • 11:23
But yes, so a lot to be said
  • 11:25
there.
  • 11:26
But I know people are waiting to
  • 11:27
want to see this tank thing.
  • 11:28
Yes.
  • 11:29
Let's go ahead and switch over.
  • 11:30
That's where we're at next.
  • 11:31
We were just trying to answer
  • 11:32
that question for you guys, so
  • 11:34
thank you so much.
  • 11:35
And with that, we'll swap over
  • 11:36
to the tank, goodness.
  • 11:38
So, Stephen, let's do a little
  • 11:39
prefacing before people watch
  • 11:41
this hour-long video.
  • 11:42
I apologize.
  • 11:44
I know.
  • 11:46
I'm sorry.
  • 11:48
I'm sorry.
  • 11:49
Everyone is always aware of
  • 11:50
this if you tune in, but you
  • 11:51
have to be partly the messenger
  • 11:53
for us with the broader
  • 11:54
audience that isn't as engaged.
  • 11:56
That is a responsibility of not
  • 11:58
just us, but also you guys as
  • 12:00
our loyal, loving, amazing,
  • 12:02
beautiful, glorious followers
  • 12:04
who are waiting for this product
  • 12:06
to sit in your hands.
  • 12:08
It's helpful if you guys comment
  • 12:10
that this is a work in progress.
  • 12:12
Art is a work in progress.
  • 12:14
Design is a work in progress.
  • 12:15
All of this stuff is meant to
  • 12:18
help us make that progress
  • 12:20
towards the end goal, which is
  • 12:22
delivering this.
  • 12:23
So keep that in mind.
  • 12:24
That's a rapport that we've
  • 12:25
established with the community
  • 12:26
I feel really comfortable with.
  • 12:27
And because of that, you are
  • 12:29
going to see in this recording,
  • 12:31
I had to use a few GM cheats.
  • 12:36
I apologize.
  • 12:38
That was what you did, Stephen.
  • 12:39
What did you do?
  • 12:41
I had to use some GM cheats,
  • 12:43
specifically because there is a
  • 12:45
particular item that I needed
  • 12:47
to get.
  • 12:48
We had a few bad cheats.
  • 12:50
We died a few times when we
  • 12:52
shouldn't have.
  • 12:53
There was too many creeps that
  • 12:54
we pulled.
  • 12:55
We were under manned in an area
  • 12:56
that was designed for eight man
  • 12:58
groups.
  • 12:59
So, you know, there's just stuff
  • 13:01
that happens.
  • 13:02
And I just want to give you that
  • 13:03
up front that there's a little
  • 13:05
bit of GM cheating.
  • 13:06
If you see that, please take it
  • 13:08
with a grain of salt.
  • 13:09
We feel comfortable sharing that
  • 13:10
stuff with you.
  • 13:11
This isn't marketing oriented.
  • 13:12
This is development oriented.
  • 13:13
So you guys are getting to see
  • 13:17
the tank archetype.
  • 13:19
It is what it is.
  • 13:21
With that being said, you're
  • 13:23
going to see the tank archetype.
  • 13:24
It's important to remember the
  • 13:25
tank archetype, this is I think
  • 13:26
it's level 12 or level 13.
  • 13:28
There's a few abilities that
  • 13:30
we're going to be going over.
  • 13:31
The biggest thing to take away
  • 13:33
here is November we showed you a
  • 13:35
cleric live stream.
  • 13:37
There were three big points of
  • 13:40
feedback from the community with
  • 13:41
regards to the cleric live
  • 13:43
stream that related to combat.
  • 13:46
The first one was the animations
  • 13:48
from the NPCs when they're being
  • 13:50
attacked.
  • 13:52
It was hit visual effects on
  • 13:54
impact from a weapon when that
  • 13:56
weapon contacts and making it
  • 13:58
feel substantive, making it
  • 14:00
visually apparent that you've
  • 14:01
made contact with the enemy.
  • 14:02
And the last was going to be the
  • 14:04
animations and the root motions
  • 14:06
around the mace combat.
  • 14:08
Now, Brian Ferguson did a lot of
  • 14:10
work on fine tuning up that mace
  • 14:12
combat.
  • 14:13
I think it looks great.
  • 14:14
We took a lot of that feedback.
  • 14:16
It's great.
  • 14:17
It feels very connected.
  • 14:19
And then Jim, Matt, and John did
  • 14:22
a lot of work on the hit impact
  • 14:24
effects with Adam and Keenan
  • 14:25
supporting on the directionality
  • 14:27
of those hit impacts.
  • 14:28
And then in addition with the
  • 14:30
animation team, Brad Constantine
  • 14:32
providing some significant
  • 14:36
adaptation to the hit reactions
  • 14:38
on the animation side with these
  • 14:40
particular creatures that you're
  • 14:41
going to see improvements on.
  • 14:42
Where your point of feedback is
  • 14:46
going to be on the hit impact
  • 14:48
effects.
  • 14:49
So those three things.
  • 14:50
But in addition, talking about
  • 14:52
the role, the functionality of
  • 14:54
the abilities, you're going to
  • 14:55
see what about the tank have you
  • 14:56
enjoyed in previous games, that
  • 14:58
particular role, and what do you
  • 14:59
like what you see here?
  • 15:00
There's some cool tech you're
  • 15:02
going to see involved in this.
  • 15:04
You're going to see some wind
  • 15:05
force actors that get applied
  • 15:06
to abilities when dealing with
  • 15:07
the surrounding foliage.
  • 15:08
I think that's super cool.
  • 15:10
It really is immersive.
  • 15:12
And of course it adds.
  • 15:15
I think we've seen a lot more
  • 15:17
in the background yet.
  • 15:18
They happen in the morning.
  • 15:20
Oh, look at that.
  • 15:22
They always do it every other
  • 15:24
Friday.
  • 15:26
We've made it.
  • 15:27
We're going to see some active
  • 15:28
blocking as well.
  • 15:29
I know in the past we've talked
  • 15:30
a little bit about how active
  • 15:31
blocking as a mechanic might
  • 15:32
leverage a separate energy
  • 15:33
mechanic called stamina.
  • 15:35
We haven't yet really nailed
  • 15:36
that down yet if we're going to
  • 15:38
go that route or if we're going
  • 15:39
to have active blocking consume
  • 15:41
mana based on mitigated
  • 15:43
additional mitigated damage.
  • 15:45
That's across all classes.
  • 15:46
Some classes will have the
  • 15:47
ability to spec into passive
  • 15:49
skill trees that might reduce
  • 15:50
the cost of that mana down to
  • 15:52
very, very small when active
  • 15:54
blocking.
  • 15:56
So it's geared towards certain
  • 15:57
types of archetypes.
  • 16:00
So with that being said, you're
  • 16:02
going to, oh, one other thing.
  • 16:03
Audio levels might be a little
  • 16:05
high with combat and voices.
  • 16:06
That's an issue we're going to
  • 16:08
have fixed the next time we do
  • 16:09
some development live streams by
  • 16:11
separating out the audio.
  • 16:13
We've got some new equipment for
  • 16:14
Steven.
  • 16:17
It will make it so my team can
  • 16:18
edit a little bit easier.
  • 16:19
Absolutely.
  • 16:20
Right now it's like the audio
  • 16:21
and the game player are mixed
  • 16:22
together so we can't really edit
  • 16:24
that as easy.
  • 16:25
Yeah.
  • 16:26
So just be aware of that.
  • 16:27
But without further ado, we
  • 16:29
would like to show you the first
  • 16:31
look at the Alpha 2 Tank work
  • 16:33
and progress archetype.
  • 16:35
Enjoy.
  • 17:04
Hello, everyone, and welcome to
  • 17:07
another Ashes of Creation
  • 17:08
update.
  • 17:10
Today we are going to be
  • 17:11
sharing with you a preview of
  • 17:13
the Alpha 2 Tank archetype.
  • 17:15
Now, I want you guys to keep in
  • 17:17
mind as you're watching this
  • 17:18
preview that everything is still
  • 17:20
subject to change, especially
  • 17:21
considering that the Alpha 2 is
  • 17:23
going to give us a lot of
  • 17:24
feedback both from the players
  • 17:26
as well as data-driven that
  • 17:28
we're going to utilize in order
  • 17:30
to get the most out of the
  • 17:34
game to improve the design
  • 17:36
features.
  • 17:37
But your feedback from this
  • 17:39
video is very important.
  • 17:40
And I am joined today by three
  • 17:42
of our absolute glorious
  • 17:44
developers, one of our
  • 17:46
engineers with whom you've
  • 17:47
spoken with in the past.
  • 17:48
Keenan, how you doing, buddy?
  • 17:50
I'm doing great.
  • 17:52
Thanks for asking.
  • 17:53
Welcome back again.
  • 17:54
We are here at it again.
  • 17:56
For those of you who watched,
  • 17:57
by the way, on the live stream,
  • 17:58
you saw a previous iteration of
  • 18:00
this recording.
  • 18:01
We're doing a little bit of
  • 18:03
a preview of the game.
  • 18:04
And also I just wanted to give
  • 18:05
a little bit more in-depth
  • 18:06
detail around the specific
  • 18:08
abilities, the area that we're
  • 18:09
fighting in, and the encounter
  • 18:11
design.
  • 18:12
But also we have with us two of
  • 18:13
our glorious senior designers,
  • 18:15
Brian and Trad.
  • 18:16
How you guys doing?
  • 18:17
Doing great.
  • 18:19
Happy to be here.
  • 18:20
Yep.
  • 18:21
Let's do it again.
  • 18:22
Ready to...
  • 18:23
We got a lot of practice on
  • 18:24
this by now.
  • 18:25
Yes, let's do it again.
  • 18:26
And this time, you know what
  • 18:27
we're going to do?
  • 18:28
We are going to perform
  • 18:29
flawlessly.
  • 18:31
There's not going to be any
  • 18:33
more of that.
  • 18:34
So, before we get started,
  • 18:35
first, let's talk about the
  • 18:37
area that we're in.
  • 18:38
This is the Riverlands.
  • 18:39
As many of you know, the
  • 18:40
Riverlands is one of the
  • 18:42
predominant areas in Alpha 2
  • 18:43
that players will be exploring.
  • 18:45
This was home to the once
  • 18:47
ancient Aelin Empire, a human
  • 18:49
race nation that was formed at
  • 18:51
the apex of Vera before the
  • 18:53
fall.
  • 18:54
And we are here to collect some
  • 18:56
gear.
  • 18:57
We're going to be using the
  • 19:01
Titan Bark set.
  • 19:03
I believe that I am looking for
  • 19:05
the remaining pieces of the
  • 19:07
Titan Bark set.
  • 19:09
Is that right, Brian?
  • 19:10
Yes.
  • 19:12
Awesome.
  • 19:13
And also, there's a weapon and
  • 19:15
the shield available for you.
  • 19:17
Okay.
  • 19:18
So, the weapon and the shield
  • 19:19
are going to show us a little
  • 19:20
bit of the iteration that you've
  • 19:21
been working on since our last
  • 19:22
livestream with the cleric
  • 19:24
update, specifically around the
  • 19:25
attack animations and root
  • 19:27
motion for the mace and shield.
  • 19:31
Yeah, and not just me, but also
  • 19:33
the glorious animators and FX
  • 19:35
artists, Meadow and Myers on the
  • 19:37
animation side have been a
  • 19:39
pleasure to work with on this
  • 19:40
iteration over the past month.
  • 19:42
Yeah, we all knew that the mace
  • 19:44
was in a kind of rough first
  • 19:46
state in the cleric livestream,
  • 19:48
but took another look at it, and
  • 19:49
we focused more on pose holds
  • 19:52
and quick transitions and an
  • 19:54
overall satisfying cadence.
  • 19:55
And I think the end result is
  • 19:57
pretty good.
  • 20:00
Yeah, and it matches with the
  • 20:02
great sword.
  • 20:03
It's in kind of the same
  • 20:04
universe, and I think we're
  • 20:05
starting to find our rhythm with
  • 20:06
weapon creation, and it should
  • 20:07
be pretty straightforward from
  • 20:08
here.
  • 20:09
Absolutely, and a lot of that
  • 20:10
feedback from the community was
  • 20:11
with regards to the animation
  • 20:12
hit reactions from the enemy
  • 20:13
NPCs, as well as the hit effects
  • 20:16
on weapon impact to make it feel
  • 20:18
a bit more substantive and
  • 20:19
connective, which I think the
  • 20:20
VFX team and the animation team
  • 20:22
has done great jobs on both of
  • 20:24
those fronts.
  • 20:26
And then, let me talk a little
  • 20:27
bit about the setting.
  • 20:30
So, before we get into what our
  • 20:32
objectives are, you'll see a
  • 20:34
little bit of update here on the
  • 20:36
UI.
  • 20:38
So, we're taking a look at our
  • 20:39
new quest journal.
  • 20:41
The area that we're in, we're
  • 20:42
going to be heading towards is
  • 20:43
called the Oakenbane Keep.
  • 20:44
And the Oakenbane Keep is once
  • 20:46
military academy before the fall
  • 20:50
of the Aelan Empire during the
  • 20:52
Exodus, and it was used to kind
  • 20:54
of train up recruits, but now
  • 20:56
those recruits and perhaps some
  • 21:00
of the other recruits are
  • 21:02
going to be sent to the
  • 21:04
military academy, and we need to
  • 21:05
take care of them and dispatch
  • 21:07
them with haste.
  • 21:09
You'll see some of the updates
  • 21:11
on the itemization and the
  • 21:13
inventory here with some of the
  • 21:15
tool tips and icons, and also
  • 21:17
you'll see a little bit of the
  • 21:18
update to the world map, which
  • 21:20
is still a work in progress.
  • 21:21
Everything you're going to see
  • 21:23
here, as I said, is a work in
  • 21:24
progress that is deserving of
  • 21:26
your attention and feedback so
  • 21:30
that you can run through of the
  • 21:32
abilities.
  • 21:33
I don't want to get necessarily
  • 21:34
engaged with any enemies, so I'm
  • 21:36
just going to kind of use the
  • 21:38
abilities without an enemy kind
  • 21:40
of in my targeting.
  • 21:42
Let's talk about this first one.
  • 21:44
We have a shield assault.
  • 21:46
Now, does this require a shield
  • 21:48
in order to use?
  • 21:51
I would hope so, hence the name.
  • 21:52
Yes, absolutely.
  • 21:54
Now, of course, I have the
  • 22:00
ability.
  • 22:05
I'm going to use that ability
  • 22:06
without the shield, but I'm not
  • 22:08
going to for the purposes of
  • 22:09
this demonstration.
  • 22:10
Tell me a little bit about the
  • 22:11
shield assault.
  • 22:12
What is its intent as an
  • 22:13
ability, guys?
  • 22:14
Yeah.
  • 22:16
Yeah.
  • 22:18
So it's got a few things going
  • 22:19
on with it.
  • 22:20
I would say the primary intent
  • 22:21
of it is that it is how you
  • 22:23
engage and encounter.
  • 22:25
It's got a bit of mobility.
  • 22:26
It's not like a super far charge
  • 22:30
attack, but it's basically a way
  • 22:32
to engage with the enemy, get
  • 22:33
some damage out, and also grab
  • 22:35
some threat.
  • 22:36
It applies a pretty good chunk
  • 22:38
of threat in a small area in
  • 22:39
front of you, so it's really
  • 22:40
good at grabbing snap threat on
  • 22:42
some high-priority targets.
  • 22:43
And it looks like that this has
  • 22:45
a variable distance that's
  • 22:46
traveled, so essentially if I
  • 22:47
have a target that's directly
  • 22:48
in front of me right now, it's
  • 22:50
not predicated on having an
  • 22:51
actual target, but it is a
  • 22:53
templated attack.
  • 22:54
And if that target is
  • 22:55
immediately in front of me, then
  • 22:56
the distance traveled will be
  • 22:57
shorter.
  • 22:58
Is that correct?
  • 23:00
Yeah, that's correct.
  • 23:01
Right now you're seeing the
  • 23:02
full distance.
  • 23:03
It's, again, a pretty short
  • 23:05
range mobility skill, but,
  • 23:06
yeah, you can also just use it
  • 23:08
point blank on something, and
  • 23:09
it's not going to make you
  • 23:10
overshoot the target, and then
  • 23:11
you have to reposition because
  • 23:12
that can be kind of annoying
  • 23:13
with some of those skill types.
  • 23:14
Awesome.
  • 23:15
And you said that this generates
  • 23:16
threat, but I see we have a
  • 23:17
second ability as well called
  • 23:18
inciting strikes.
  • 23:21
And if I use that ability,
  • 23:22
that's a forward cone AoE attack
  • 23:24
that generates additional threat
  • 23:25
and damage on targets impacted.
  • 23:27
Is that correct?
  • 23:28
Exactly.
  • 23:30
And it's a forward cone AoE
  • 23:31
threat, so it's got a bit of a
  • 23:32
wider hitbox, good for grabbing
  • 23:34
multiple targets and cleaving
  • 23:36
them all.
  • 23:37
So that'll be what you'll be
  • 23:39
using if, like, there's a pack
  • 23:40
of stuff on us and you want to
  • 23:41
just get them all off of us.
  • 23:42
But not quite as much threat as
  • 23:44
the shield assault for one
  • 23:46
target.
  • 23:48
So each of them kind of has
  • 23:49
their utility there for aggro.
  • 23:50
Awesome.
  • 23:51
Now, obviously, as part of our
  • 23:52
kit design, we want to
  • 23:53
encourage synergies, especially
  • 24:00
with the party, and I see that
  • 24:06
we have two abilities,
  • 24:07
specifically shield assault as
  • 24:09
well as tremoring bellow.
  • 24:10
And tremoring bellow applies a
  • 24:12
status condition that can be
  • 24:13
promoted if there is an existing
  • 24:14
status condition on the target.
  • 24:16
So it looks like I can create
  • 24:18
the shaken condition, and then
  • 24:21
I can trip shaken targets with
  • 24:23
the tremoring bellow.
  • 24:24
Is that correct?
  • 24:25
It's actually a snare.
  • 24:26
Oh, god.
  • 24:30
There's two components to that
  • 24:32
ability.
  • 24:33
It's got a shout component,
  • 24:35
which is a forward cone, and
  • 24:36
then it's all, yeah, as you can
  • 24:37
kind of see there, that shock
  • 24:39
wave that flew out, it kind of
  • 24:41
extends past the second element
  • 24:42
of that, which is a PBOE around
  • 24:44
Steven.
  • 24:47
If you use that ability again,
  • 24:48
you'll see kind of like the
  • 24:50
ground kick up, and that's like
  • 24:51
the earthquake element of it.
  • 24:53
And that does damage, and that
  • 24:55
does what Steven was alluding
  • 24:58
to, which is that it will knock
  • 25:00
enemies down, which is our trip
  • 25:02
effect.
  • 25:03
And one thing I forgot to
  • 25:04
mention on the shield assault
  • 25:05
ability is it does apply a
  • 25:06
snare, so you've got a little
  • 25:07
bit of insert hit synergy going
  • 25:08
on there.
  • 25:10
It's a pretty satisfying combo
  • 25:11
to charge in and knock them
  • 25:12
down at the stop.
  • 25:14
Yeah, it looks pretty good.
  • 25:15
And then also after that, we
  • 25:17
have another ability.
  • 25:19
Brian, talk to me a little bit
  • 25:20
about grit and its purpose.
  • 25:22
Yeah, grit is some of your
  • 25:24
bread and butter mitigation
  • 25:28
stuff.
  • 25:30
If you're really getting some
  • 25:32
heat, you'll want to pop that.
  • 25:33
And if you haven't had it on
  • 25:35
for a bit, you're going to be
  • 25:37
generating stacks of courage,
  • 25:39
and the more stacks of courage
  • 25:40
you have, that'll give you
  • 25:42
increased damage mitigation for
  • 25:44
a certain number of hits.
  • 25:46
And I notice that I'm slowed
  • 25:47
when I used grit, so really
  • 25:49
it's a very situational ability
  • 25:51
usage, depending on what type
  • 25:53
of situation you find yourself
  • 25:56
in.
  • 25:57
This can be activated mid-swing
  • 26:00
in another ability, right?
  • 26:02
Yep.
  • 26:04
The way I always refer to this
  • 26:05
ability is you can think of it
  • 26:07
kind of like an off GCD ability
  • 26:08
where you can use it even
  • 26:10
though you have another ability
  • 26:12
activating so that it's really
  • 26:14
responsive and can be popped in
  • 26:15
like an emergency.
  • 26:16
You don't have to wait for that
  • 26:17
animation to complete or for
  • 26:19
that global cooldown to finish.
  • 26:20
You just pop it in instantly.
  • 26:22
It applies on and off, and it's
  • 26:23
a toggled ability, so you can
  • 26:26
use it to get a lot of
  • 26:28
damage and get a lot of
  • 26:29
disclosure.
  • 26:31
Nice. Very cool.
  • 26:33
And I see this Aegis is causing
  • 26:35
essentially an area of effect
  • 26:38
that our party members can live
  • 26:41
within, and if they do, I'm
  • 26:43
absorbing a portion of their
  • 26:45
damage taken pre-mitigation.
  • 26:47
Is that correct as well?
  • 26:49
Keenan?
  • 26:50
Yeah, that's right.
  • 26:52
It forks some percentage of the
  • 26:56
damage, but it's not the
  • 26:58
party members.
  • 27:00
Nice. Very cool.
  • 27:01
Very cool.
  • 27:02
All right.
  • 27:03
Well, this kind of gives you
  • 27:04
guys a comprehensive overview.
  • 27:05
I'm sorry.
  • 27:06
In addition to that, we have a
  • 27:07
grapple, but that will require
  • 27:08
a target, and the grapple is
  • 27:09
missing some of the effects.
  • 27:10
As I said, we're in progress,
  • 27:11
but we can still use it in order
  • 27:13
to kind of do certain types of
  • 27:15
engagements.
  • 27:17
So with that quick kind of
  • 27:18
demonstration of these
  • 27:19
abilities, let's see what we can
  • 27:20
do to acquire that mason shield
  • 27:26
as a party.
  • 27:30
How cohesive can we be?
  • 27:32
So I would ask, given that we're
  • 27:33
low level, and just so you guys
  • 27:35
are aware, because we're lower
  • 27:37
level, we're about level 15, our
  • 27:38
access to our class kit is a bit
  • 27:40
limited, as you would expect.
  • 27:41
You want to have that ramp and
  • 27:42
kind of class progression, and
  • 27:44
as a result, I'm going to ask
  • 27:45
because we have such strong DPS
  • 27:47
users here in the fighter and
  • 27:49
in the ranger that you give me a
  • 27:51
moment with the larger monsters
  • 27:56
that are kind of a threat.
  • 27:59
Let me pull this guy to us.
  • 28:00
Does not compute.
  • 28:02
Does not compute.
  • 28:12
Oh, yeah, okay.
  • 28:14
It's feeling good.
  • 28:16
I love the little stream, the
  • 28:18
ambient sound effects that Kat
  • 28:20
has done.
  • 28:22
Yeah, the stream is really nice.
  • 28:25
I'm just kidding.
  • 28:26
I'm just kidding.
  • 28:28
AFK BRB.
  • 28:29
There we go.
  • 28:31
Got that knocked down.
  • 28:33
Easy peasy lemon squeezy.
  • 28:35
All right, now as you guys will
  • 28:36
see, these guys are relatively
  • 28:38
easy to dispatch.
  • 28:39
You probably saw them in our
  • 28:40
ranger showcase.
  • 28:41
These are some of the minotaurs
  • 28:42
that are out in the early parts
  • 28:43
of this river land area.
  • 28:45
We're trying to reach the Oak
  • 28:46
and Bain Keep.
  • 28:48
That is the location of our
  • 28:49
goodies, and the quests that we
  • 28:50
have, they deserved better,
  • 28:54
but we're going to have to go
  • 28:56
back to the people that died
  • 28:58
there, which is really sad to
  • 28:59
think about.
  • 29:01
Oh, my God.
  • 29:03
Got him.
  • 29:08
Back it up.
  • 29:09
Did you pull that rain collar
  • 29:10
in?
  • 29:16
That was just smash in space.
  • 29:20
Easy peasy.
  • 29:22
What do we got up here?
  • 29:23
Looks like a destroyed boat.
  • 29:25
What was a boat even doing here
  • 29:27
in the first place?
  • 29:29
Could have been a big flood.
  • 29:31
Probably.
  • 29:34
Maybe we're in a drought.
  • 29:41
Nice.
  • 29:42
I love the effects on the staff
  • 29:47
and their little bubble shield.
  • 29:50
Yeah, these minotaurs are
  • 29:51
awesome looking.
  • 29:52
Yeah, they are.
  • 29:53
I like their size.
  • 29:54
Just the general size.
  • 29:55
All right, looks like we got
  • 29:56
somebody over here to the right.
  • 29:57
Let me see if I can pull that
  • 29:58
guy as well.
  • 30:01
And these are more seriously
  • 30:02
tuned for...
  • 30:04
All right, get behind me.
  • 30:09
Yeah, these guys are more tuned
  • 30:10
towards that group.
  • 30:11
Now, this is intended for a full
  • 30:12
group.
  • 30:15
Of course, we are a party of
  • 30:16
four, and I am losing a bit of
  • 30:20
aggro on this guy.
  • 30:22
There we go, got him back.
  • 30:23
Knock him down to the ground.
  • 30:32
A little bit more deeps.
  • 30:34
Let's see.
  • 30:37
I could probably avoid that
  • 30:38
other guy over there.
  • 30:40
Let me grab this Echo.
  • 30:43
Oh, he's coming toward us.
  • 30:45
Aggro.
  • 30:45
Uh-oh.
  • 30:47
All right.
  • 30:48
We're good.
  • 30:55
Good.
  • 30:56
Here we have this other one.
  • 30:57
I'm going to activate some
  • 30:58
shield for us.
  • 31:03
Oh.
  • 31:05
Oh, I'm coming down.
  • 31:07
No, Manta.
  • 31:09
Oh, whoa.
  • 31:10
No.
  • 31:12
Flawless.
  • 31:14
I'm back up.
  • 31:15
It's okay, that's it.
  • 31:17
As long as the party up and the
  • 31:18
party's done.
  • 31:22
Okay.
  • 31:24
Let me see here.
  • 31:28
We are okay.
  • 31:29
Let's get our...
  • 31:30
Oh, where did you guys go?
  • 31:32
We're kiting.
  • 31:34
I think they're leashing.
  • 31:35
Okay, okay, let's let them leash.
  • 31:37
I see, um, 4GM Ferguson is here.
  • 31:42
Maybe we can get him up.
  • 31:45
Let's just avoid the guys to the right real quick.
  • 31:48
Yeah, I think he patrolled over as you were moving up there.
  • 31:54
All right, I'm going to come back.
  • 31:55
Oh, there's one up there too.
  • 31:56
Let's pull him back here.
  • 31:57
Let's pull him back.
  • 32:00
All right, going for it.
  • 32:03
All right, I got the boss.
  • 32:04
Just the boss.
  • 32:06
All right.
  • 32:08
Okay, we got just the boss, so we should be good.
  • 32:13
He's on me.
  • 32:15
Knock him down.
  • 32:21
All right, we're going to be killing some heroes.
  • 32:24
He's out of range.
  • 32:29
All right.
  • 32:31
I'm going to go for the boss.
  • 32:33
I'm going to go for the boss.
  • 32:35
All right.
  • 32:37
I like the, uh, I feel like it was a pretty strong, uh,
  • 32:43
damage mitigation from the RIP.
  • 32:48
Yeah, especially if you build up a bit of courage beforehand.
  • 32:57
Doing okay on mana.
  • 32:59
All right.
  • 33:00
Knock him down almost.
  • 33:03
This guy should have a mace for me, right?
  • 33:06
Yep.
  • 33:07
Ooh, he's got the hammer of Korin.
  • 33:09
Okay.
  • 33:10
Looks like it has some physical penetration.
  • 33:13
Of course, these stats you'll see here are not the final
  • 33:16
step, I won't quite reveal that just yet.
  • 33:19
But let me see if I can, ooh, okay.
  • 33:21
So in the group loot, obviously there's a lot of functionality
  • 33:25
here that parties have the ability to customize.
  • 33:28
There can be loot master, there can be round robin, there can
  • 33:32
be need, greed, pass that's applied on a per rarity basis,
  • 33:37
depending on the parties' choices.
  • 33:41
Some materials.
  • 33:42
And now I should have the ability to use.
  • 33:46
So the Lorik of Indicta Shield, that's not the shield I'm
  • 33:49
looking for.
  • 33:50
I'm trying to get a tower shield, but in the meantime, I
  • 33:53
can use this shield, which works, I think.
  • 33:57
But it's not going to be as good as the tower shield.
  • 34:00
But it'll help.
  • 34:01
So now let me see what happens when I use my shield rush with
  • 34:04
this.
  • 34:06
Nice.
  • 34:07
Ooh, that felt very cool.
  • 34:19
All right, stay on me, little Echo.
  • 34:22
Little baby Echo.
  • 34:28
Hey, look at that.
  • 34:29
Not too bad here.
  • 34:32
So talk to me a little bit about kind of some of the differences
  • 34:36
that we had between the tank archetype in Alpha 1 and the
  • 34:40
tank archetype that we will be having in Alpha 2.
  • 34:43
Yeah, I can speak to that a bit.
  • 34:46
So for those of you that were part of Alpha 1, where I've
  • 34:50
seen some of that footage, you might have noticed that the
  • 34:53
tank felt very much more like an offensive melee type,
  • 34:57
something you'd almost expect more from a fighter.
  • 35:00
And part of that is because we didn't really have any other
  • 35:04
archetypes at that time to fill that role.
  • 35:07
So you're going to notice a lot more defense and control
  • 35:11
and threat mechanics on this version of the tank that you
  • 35:15
didn't necessarily see as much of prior.
  • 35:18
So as we've kind of already gone over a lot of the building
  • 35:22
mechanics, you probably already noticed that you've got a lot
  • 35:25
more reliable mechanics that you can use pretty frequently
  • 35:29
to defend your party and also defend yourself.
  • 35:35
And what is the type of tank role we're looking to achieve
  • 35:38
with this particular class fantasy, this class kit that we have?
  • 35:42
I would say we're, you know, Ashes of Creation Sink will be
  • 35:46
a pretty classic one, one that tank players are familiar with.
  • 35:50
And I think that's what people want.
  • 35:53
We don't need to necessarily redefine what the tank is,
  • 35:56
but I think we can improve it.
  • 35:58
There's some things that obviously you'll have your
  • 36:02
expected mechanics like threat management and generation,
  • 36:07
mitigation, control, battlefield control, CC effects.
  • 36:11
But then, you know, we'd also like to see more direct ways
  • 36:15
of protecting your party members too, exploring just like Aegis.
  • 36:19
That's just scratching the surface of that kind of thing.
  • 36:24
But being able to actually actively take damage for your
  • 36:28
allies that isn't just manipulating the AI.
  • 36:31
Because another thing about tanks that I think a lot of
  • 36:35
people deal with other games is they're pretty bad in PvP.
  • 36:39
Like when threat is removed from the equation, what am I
  • 36:43
doing as a tank when players just ignore me?
  • 36:46
And so we want to offer more direct mechanics that force
  • 36:50
even players or encourage players to attack the tank to make
  • 36:54
it so that the tank can't protect their allies against you.
  • 37:01
Yeah, I think, you know, traditionally I like playing a
  • 37:05
combination of tank healer.
  • 37:07
I mean, I've also played, of course, mages and DPSs.
  • 37:11
But I like the role of kind of the control aspect, the mitigation,
  • 37:16
the kind of protective nature, the ability to kind of route
  • 37:20
enemies in a fashion that is most conducive to the engagement
  • 37:23
of the encounter.
  • 37:24
That's what I really like here.
  • 37:26
So as you can see, we're making good progress here.
  • 37:30
A lot better than the first round.
  • 37:35
Once we get up here, I want to showcase a little bit of the
  • 37:38
wind actors on this grass that you guys kind of see around us.
  • 37:53
These guys are pieces of cake.
  • 37:55
We're doing better.
  • 37:56
We're doing better.
  • 37:57
In small numbers.
  • 37:58
In small numbers.
  • 37:59
Yeah, we're going to have some challenge ahead of us because
  • 38:02
this is a very intense area of these enemies and we're not
  • 38:05
careful with the positioning.
  • 38:06
We can end up with a big fight on our first.
  • 38:14
Come over here, buddy boy.
  • 38:15
Yeah, what you got?
  • 38:23
See, sometimes when I like to play from a showcase
  • 38:28
perspective, I do so in the realm of like a new player,
  • 38:33
persona wise.
  • 38:34
Of course, but of course I see I'm ticking for 50.
  • 38:42
I don't know what that ticking for 50 is.
  • 38:45
Sit for mana if you all need it.
  • 38:48
Yeah, I think communal restoration or something applies
  • 38:52
a hot.
  • 38:53
Oh, yeah.
  • 38:54
Let me sit down.
  • 38:55
No, that's cleansing.
  • 38:56
Oh, you're right.
  • 38:57
Take a seat and get some restorative mana.
  • 39:00
So you guys are going to see here ahead of us.
  • 39:01
This is a pretty grassy area.
  • 39:05
It's a beautiful area.
  • 39:07
I'm liking it, but I want to showcase a little bit of how
  • 39:11
abilities interact with the grass and with the foliage.
  • 39:15
So you'll remember that we have that kind of forward shout
  • 39:18
and watch what happens when I use it here.
  • 39:21
Boom.
  • 39:22
Oh, it's like a heart shape.
  • 39:24
It's like a heart shape little a we of anger and malice.
  • 39:30
I think that's a really cool touch of just like visual
  • 39:34
tech that a lot of a lot of games haven't explored.
  • 39:38
Absolutely.
  • 39:39
It's grounded in the world.
  • 39:40
Yeah, I agree.
  • 39:41
It's very immersive.
  • 39:43
I would like to kind of move in this direction guys kind
  • 39:46
of if you want to stay close to me.
  • 39:48
I'll see what we can accomplish here.
  • 39:51
This way and I'm going to grab this guy over here.
  • 39:59
Sit down.
  • 40:03
Let me know if you see any targets moving towards us.
  • 40:09
And we'll maybe approach this.
  • 40:23
Let's go this way.
  • 40:25
Stay close.
  • 40:28
And I'm going to pull this guy over real quick.
  • 40:34
There we go.
  • 40:35
I think he resisted you.
  • 40:37
Good.
  • 40:38
He did.
  • 40:39
But he is on me.
  • 40:42
That means.
  • 40:43
Got on it.
  • 40:44
Add.
  • 40:45
Okay.
  • 40:46
It's okay.
  • 40:47
Just stay near me if you can.
  • 40:49
He peels on me.
  • 40:50
I got shield up.
  • 40:51
Let's focus down that one target.
  • 40:53
Target's dead.
  • 40:59
We'll switch over.
  • 41:00
On me.
  • 41:02
And knocking him down.
  • 41:04
All right.
  • 41:05
Good, good, good.
  • 41:07
Now this is a pretty dense area.
  • 41:09
That's a problem.
  • 41:11
I'm going to go down here.
  • 41:13
I'm going to go down here.
  • 41:15
I'm going to go down here.
  • 41:17
I'm going to go down here.
  • 41:19
I'm going to go down here.
  • 41:21
That's a problem.
  • 41:24
Let me see.
  • 41:25
Let me try to pull this guy one at a time.
  • 41:28
Hold on.
  • 41:29
Let me get people topped off.
  • 41:30
Get close if you can to me.
  • 41:31
All right.
  • 41:32
Here we go.
  • 41:34
Okay.
  • 41:35
Knock him.
  • 41:38
Nice.
  • 41:41
Focus him down.
  • 41:45
All right.
  • 41:46
Nice.
  • 41:52
Nicely done.
  • 41:53
Nicely done.
  • 41:54
Let's grab this guy right here.
  • 41:56
Nice.
  • 42:14
Nice.
  • 42:17
The effects on these guys.
  • 42:19
The animation did a great job as well.
  • 42:24
All right.
  • 42:25
Let's move up over to this rock area.
  • 42:27
I need to sit real quick if we can sit before the respawn occurs.
  • 42:32
Just grab some.
  • 42:33
Yeah, just line of sight.
  • 42:36
It's a beautiful zone.
  • 42:39
Serene.
  • 42:40
I know.
  • 42:41
I couldn't even hear the sound of the birds.
  • 42:43
There's so many ghosts and shades in this area.
  • 42:46
It's kind of sad.
  • 42:47
Now, I believe in this particular Okanbaen keep area,
  • 42:54
there used to be these old magnificent kind of essence-ridden trees,
  • 43:00
but they were all harvested to produce kind of magical artifact-y items,
  • 43:08
and now only one remains, which Lord Okanbaen himself guards.
  • 43:12
All right.
  • 43:13
I think I'm good.
  • 43:14
Let me grab this guy here.
  • 43:15
I'm just going to body pull him.
  • 43:17
Come on, buddy.
  • 43:18
There we go.
  • 43:27
Okay.
  • 43:30
You guys finish him off.
  • 43:32
I'm going to grab the next one.
  • 43:40
Okay.
  • 43:40
I'm going to knock the boss as well.
  • 43:42
I'm going to activate my grit.
  • 43:45
Try to focus the little dude first.
  • 43:51
I'm going to try to knock the boss down.
  • 43:56
I'm going to put up a shield just in case you need it.
  • 43:58
Oh, I went down.
  • 43:59
Cool down.
  • 44:00
I went down.
  • 44:02
I'm coming back up.
  • 44:03
I'm coming back up.
  • 44:07
Knock him down now.
  • 44:10
Trying to drop some aggro.
  • 44:23
Trying to get him off.
  • 44:36
Nice job.
  • 44:38
Keep it up.
  • 44:39
Almost.
  • 44:41
Boom.
  • 44:43
Not bad.
  • 44:44
Only one death.
  • 44:45
Yeah, that wasn't too bad.
  • 44:46
It wasn't too bad.
  • 44:47
We got a tower shield now.
  • 44:49
I need that, of course, as the tank.
  • 44:54
You get all the loot this run.
  • 44:55
Yay.
  • 44:56
It is the tank showcase.
  • 44:57
It's the tank run.
  • 44:58
All right.
  • 44:59
Let me put on this glorious tower shield, and let me compare it, actually.
  • 45:03
Oh, I can't compare it.
  • 45:06
There we go.
  • 45:07
I'm loving it.
  • 45:08
That is a true tower shield.
  • 45:10
Now, I'm, of course, to having a medium-sized tower shield as a dwarf in most tabletop RPGs that I play so that I just have complete cover against my enemies.
  • 45:20
But this isn't bad either.
  • 45:22
I like it.
  • 45:23
It's very polished metal.
  • 45:27
Yeah, it fits with the armor from this area.
  • 45:34
Yeah, I like this.
  • 45:36
That's nice.
  • 45:38
Now, we have how many more bosses are in here?
  • 45:44
We have a couple of legions and a chest piece.
  • 45:46
Now, we really, in that live stream, did not perform well against the main boss dude.
  • 45:51
But again, this is an area intended for eight people with pots and other supplies that we don't necessarily have access to.
  • 46:02
I'm going to knock them down into one.
  • 46:07
Yeah, like a lot of other classic inspired MMOs, you can still do it with lower numbers.
  • 46:13
It's just going to take a while.
  • 46:15
You've got to be more careful.
  • 46:16
Yeah, and tell me a little bit about our decisions around allowing content to get experienced by lower level players.
  • 46:23
What type of safeguards do we put from power leveling or twinking?
  • 46:28
Obviously, we adjust experience based on level differential between the target enemy and the group.
  • 46:38
How do we do that?
  • 46:43
Obviously, we take the difference in the party max level and the party's lowest level.
  • 46:49
Those things can indicate the modifier that is applied to incoming experience based on the number of participants within that party.
  • 46:59
Those help safeguard those things.
  • 47:04
We're all coming.
  • 47:06
Oh, god.
  • 47:08
In addition to that, we also have experience bonus for grouping up.
  • 47:17
That's pretty cool.
  • 47:19
It's higher and higher the more people you have in your group to really encourage those full groups.
  • 47:25
Yes.
  • 47:27
Obviously, the way that we designed the encounter for these types of areas is that certain monsters will have certain types of strengths and weaknesses.
  • 47:37
Those, of course, will correlate to certain types of class kits.
  • 47:40
Some areas might be more beneficial for you to kind of experience versus others.
  • 47:44
A big role in that non-solo gameplay, of course, is going to be group composition, right?
  • 47:49
Yeah, that's one thing I really love about our diverse class kits that we have available to us in Ashes.
  • 47:56
The diverse content that comes along with that, right?
  • 47:59
An optimal group for one area might involve three or four ranged DPS,
  • 48:03
but another area you might want to stack fighters for all the CC that they can bring.
  • 48:08
Different groups for different areas.
  • 48:21
Easy.
  • 48:24
How far? Oh, we have to go just up this way, right?
  • 48:28
Just up here and around the hill.
  • 48:30
Yeah, that's a good idea.
  • 48:34
And then the other area is on some ruins in the back.
  • 48:43
Come on over here, buddy. Come on.
  • 48:47
Hey, Tread, can you change the loot rules to drop the rarity from what it's at right now, like one level, so that greens are rollable?
  • 48:55
Oh, good call. Good call.
  • 48:58
Hold up, Steven.
  • 49:01
All right. Stand by. Tank is standing by.
  • 49:05
I'm saying what? Need a grid?
  • 49:09
Yeah, yeah.
  • 49:11
So, common and uncommon, need a grid.
  • 49:15
Look at this party. So powerful, so strong, so diverse.
  • 49:22
Oh, voting change, huh? What do we got here?
  • 49:26
I will accept that.
  • 49:30
Accept.
  • 49:34
All right. Let's see here.
  • 49:38
I really love that system, by the way, the voting to accept loot change rules.
  • 49:43
Oh, you don't like the ninja party loot change?
  • 49:47
You have to trust your group leader.
  • 49:49
I know. You mean reputation, right?
  • 49:52
Hey, I was in this group and a ninja changed the loot right before the boss go. That guy's on our KOS list.
  • 49:58
It creates conflict. It's a good thing.
  • 50:00
Soft friction.
  • 50:03
It's going to be funny whenever they try to do that in our game and then the vote window pops up.
  • 50:07
I know.
  • 50:12
I love the lightning attack on this guy.
  • 50:16
Oh, whoops, guys. I accidentally went into my settings and changed some very deep stuff. Whoops.
  • 50:23
Oh, no.
  • 50:25
Whoops, totally an accident.
  • 50:27
I had no clue and it just happened before this legendary drop. I don't know how that was possible.
  • 50:35
We call those ninja looters.
  • 50:40
I don't know. This kind of impacts on my ranger fantasy.
  • 50:44
Aren't you all about nature and being one?
  • 50:49
Oh, yeah, yeah, but also loot.
  • 50:51
Oh, but also loot. I think that's the road.
  • 50:56
Definitely rangers. I feel like rangers and rogues sometimes are the same people.
  • 51:01
Just a ranged rogue.
  • 51:05
Pretty much.
  • 51:07
To me, sometimes the ranger is always the first that's like, huh, this engagement isn't looking so hot.
  • 51:14
Let me use the advantage I already have from a distance to kind of leave here.
  • 51:17
Okay, hold on. I'm going to grab this guy.
  • 51:20
Like he's about to do now.
  • 51:22
No, no, no, no, no, no. This isn't a dangerous situation.
  • 51:29
Look, it's survival of the furthest.
  • 51:32
Nice.
  • 51:33
Nice.
  • 51:35
I like that. Survival of the furthest.
  • 51:41
All right, let's go kill this guy over here first. I think he has leggings. Yeah.
  • 51:47
I'm going to grab this guy. Get over here.
  • 51:56
I do like the old school feel of carefully navigating through the space.
  • 52:01
Oh, absolutely.
  • 52:02
Trying not to pull too many things at once.
  • 52:04
Oh, yeah. I'm not about that lawnmower combat at all.
  • 52:08
Yeah, Jeremy, Doug, and their teams did a really good job on the encounters here.
  • 52:13
Yeah, that can be a problem when you move into an area and it's just like overwhelmingly dense.
  • 52:19
And sometimes those areas you like are happy if there's other parties that are nearby and you're like, okay, cool.
  • 52:24
You're keeping the spawn rate down for me a little bit.
  • 52:26
Oh, we got somebody here. Oh, God. Let me see if I can actively block that. Boom.
  • 52:31
What's up, buddy? What's up?
  • 52:32
Nice.
  • 52:32
Let's go get skills.
  • 52:37
I'm just going to take that one. I need some mana.
  • 52:40
I want to get them to shoot me again. Boom.
  • 52:43
I'd like to explore like a block thing where if you time it perfectly, you get an additional bonus.
  • 52:48
Oh, that would be great. Like a kind of almost Gears of War where you have that active reload.
  • 52:53
The engineer in me is now crying.
  • 52:58
We'll have to be somewhat a little forgiving for it, but I've been playing Valheim lately and it's really fun to do their perfect block.
  • 53:05
I'm feeling it. I'm feeling that block.
  • 53:07
And it's just so good with the sound effects that are associated with that cat did on that bolt. Oh, it feels so good.
  • 53:13
Okay, it looks like we're grabbing two. Let me get Agro on the boss first. I'm going to need some heals.
  • 53:18
We'll focus the add.
  • 53:19
Yeah, you guys focus. I'm just going to build up hate here on the boss. You guys focus down that add.
  • 53:28
I'll try and keep you both up.
  • 53:30
I should be good. I have my grit active and I have my active block. You just keep Keenan alive. He looks like he's taking some damage.
  • 53:36
Working on it.
  • 53:39
He's almost down.
  • 53:45
How dare you? How dare this guy?
  • 53:50
Crucial coming up.
  • 53:54
How dare him? The arborist Historia.
  • 54:01
That was way more.
  • 54:03
Knocked him.
  • 54:05
Let me pull him over here a little bit. Come on over, buddy. Come on. Come to me.
  • 54:11
Crucial coming up again.
  • 54:12
Pulling him.
  • 54:19
Knocking him.
  • 54:21
There we go. Let's go. Let's go.
  • 54:28
Easy.
  • 54:32
Nice. What has he got? Titanbark leggings? Sweet. We're almost there.
  • 54:37
I need that, of course.
  • 54:40
I need Nate.
  • 54:43
All right. We handled that guy with ease. Maybe we'll be okay with the Lord Okunbeng.
  • 54:48
I think if we just clear carefully, we'll be fine.
  • 54:51
Let's keep on clearing. I'm going to pull the left side first.
  • 54:57
Standby. Standby.
  • 55:00
I would pull him back over here because we'll have mobs on both sides of you.
  • 55:04
Let's go over here, actually. Let's go to the right.
  • 55:08
I don't know if I can. I think they're socially aggro.
  • 55:11
I'm just hoping I'm not going to...
  • 55:15
I would do it now because the other one is patrolling away.
  • 55:18
There we go. Okay. Oh, God. We've got three. Just stand behind me. Let me roll it up.
  • 55:23
Don't go yet.
  • 55:27
Don't go yet. Hold on.
  • 55:30
All right. You guys can go now. Focus one target.
  • 55:37
Putting a shield up.
  • 55:42
I don't think we want to stand in that because then we just get hit by cleaves.
  • 55:47
Knocking. Oh, my God.
  • 55:50
All right. Yeah. Don't stand in that.
  • 55:52
One on me.
  • 55:54
Dread, keep yourself up. I'm okay for a little bit.
  • 56:01
Okay. Dread's almost down. Okay. Good.
  • 56:05
I'm down. All right.
  • 56:10
Get yourself back up.
  • 56:13
Get up. Get up.
  • 56:20
There we go. There we go.
  • 56:25
There's another one near you.
  • 56:27
Yeah, don't back up any further. Come back this way.
  • 56:30
Almost.
  • 56:36
All right. We got him.
  • 56:39
Yeah, three of those guys is tough.
  • 56:41
That's a lot. That's a lot for a party of four.
  • 56:44
Adds. I know. I did.
  • 56:46
Okay. We got one add.
  • 56:47
Two in the back.
  • 56:48
Did you hear that?
  • 56:51
Of course the ranger would say that.
  • 56:53
I'm still alive.
  • 56:59
I'm going to focus the echo.
  • 57:04
Now we've talked about this in the past, but the active blocking might be an ability that it's universal.
  • 57:14
It's universal, but it might be consuming mana and you'll be able to adjust that mana consumption based off of your passive spec into your skill trees.
  • 57:23
In addition, it might also consume stamina. That's something we're going to be testing as part of Alpha 2.
  • 57:29
Sorry, sometimes when I talk I don't get it.
  • 57:38
All right. Let's move up.
  • 57:42
Should we go up to the left?
  • 57:43
Yeah. Let's go up to the second at the top.
  • 57:47
Yeah. Let's take this guy.
  • 58:05
I'm going to have to get some mana after this.
  • 58:14
Nice. All right. Maybe we can just sit right here for a second.
  • 58:18
Just looking down. Oh, there's the tree.
  • 58:22
The tree in all its glory.
  • 58:27
It's beautiful.
  • 58:31
I think Scott Allen did that one.
  • 58:36
I wonder what kind of wood it gives.
  • 58:41
That's a good question.
  • 58:44
Only one left and you want to chop it down.
  • 58:48
I feel like I'm having – are we having an earthquake?
  • 58:52
Like my table's moving.
  • 58:55
I'm going to get some sleep, Steven.
  • 58:57
I know, right? Oh my God.
  • 58:59
Time for all of us to get some sleep.
  • 59:01
I know. All right. I'm going to pull this guy up here and stand by.
  • 59:17
Okay. We're doing good there.
  • 59:19
Keep focusing him.
  • 59:20
I'm going to grab this next dude.
  • 59:27
Sit down.
  • 59:36
Very dangerously close to a resident on the left.
  • 59:40
All right. All right.
  • 59:42
I think he's moving away, so we're good.
  • 59:49
That's perfect.
  • 59:52
All right. So after that guy –
  • 59:56
I think we should clear all three of these, to be honest.
  • 59:59
Yeah.
  • 1:00:01
Watch the angle on the pole.
  • 1:00:03
Don't want to pull in front of Oak and Bane.
  • 1:00:05
He does a big AOE, so we're going to have to spread out,
  • 1:00:07
and then we're going to aggro if we do that.
  • 1:00:09
Okay. Stand right here on me in this position.
  • 1:00:13
Don't deviate from this one. Hold here.
  • 1:00:16
And then let me see if I can grab this echo first.
  • 1:00:23
And if I can – there we go.
  • 1:00:26
I've got the boss.
  • 1:00:27
Okay. I'm going to grab the boss.
  • 1:00:28
You guys kill the echo.
  • 1:00:29
Yeah.
  • 1:00:30
Take the boss back to his room.
  • 1:00:32
Okay. Stand by.
  • 1:00:34
Don't attack that boss.
  • 1:00:36
All right. Good.
  • 1:00:43
Oh, God. It hurts. It hurts.
  • 1:00:49
All right. I've got the boss on the ground.
  • 1:00:51
Keep keening up. Oh, God.
  • 1:00:53
I'm trying.
  • 1:00:55
I'm holding the boss down.
  • 1:00:56
No, I can't keep up with the –
  • 1:00:58
Okay. I'm good. Ignore me now.
  • 1:01:00
Oh, man.
  • 1:01:01
Oh, so close. I'm going to knock him down.
  • 1:01:04
All right. Good, good, good. We're good.
  • 1:01:06
Dropping the chains.
  • 1:01:09
Nice.
  • 1:01:14
Oh, thank God for this active block.
  • 1:01:17
Knocking him.
  • 1:01:21
All right. Holding aggro.
  • 1:01:24
I'm going to pull him inside of his mausoleum
  • 1:01:27
where he should be laid to rest appropriately.
  • 1:01:30
Come here. Follow me into your final resting place, Lord Oak and Bay.
  • 1:01:38
Oh. He didn't like that.
  • 1:01:42
Oh, he's going to sleep.
  • 1:01:44
Shh. Just go to sleep. Go to sleep.
  • 1:01:47
Do it.
  • 1:01:49
Rest.
  • 1:01:50
It's happening.
  • 1:01:53
I commit you to the ground, Lord Oak and Bay.
  • 1:01:59
Well done, ladies and gentlemen.
  • 1:02:02
That was a good fight.
  • 1:02:03
That was good.
  • 1:02:04
I'm grabbing my need on the Titan Bark chest plate.
  • 1:02:10
And now it is time to reveal the glory of our pursuits.
  • 1:02:17
I am going to equip said things.
  • 1:02:35
Oh, it looks so good.
  • 1:02:38
Oh, yeah.
  • 1:02:39
It looks so glorious.
  • 1:02:42
Jelly.
  • 1:02:43
How's our art team so good?
  • 1:02:45
I know.
  • 1:02:46
The art team is unbelievable.
  • 1:02:47
I mean, really.
  • 1:02:48
They're just so good.
  • 1:02:50
Well, everyone, I hope you guys enjoyed this brief demonstration of our Alpha 2 preview for the Tank archetype.
  • 1:02:59
Of course, as we said, this is all a work in progress.
  • 1:03:01
There are many things that will change.
  • 1:03:03
Testing is very important.
  • 1:03:04
Your feedback is incredibly important.
  • 1:03:07
Make sure that you leave all commentary possible within the YouTube video on our forums, on our Reddit, on Twitter, everywhere possible.
  • 1:03:14
We always take that stuff very seriously, and we iterate upon it, as you've seen between November's livestream and this month's livestream.
  • 1:03:21
I hope you all enjoyed it.
  • 1:03:23
Keenan, Trad, Brian, thank you very much for joining us.
  • 1:03:27
And we will see you all next time.
  • 1:03:31
Cheers.
  • 1:03:32
Cheers, everyone.
  • 1:03:33
Well, we hope that you guys enjoyed that.
  • 1:03:47
We will have some of that video playing in the background.
  • 1:03:50
I know that there's a lot of questions.
  • 1:03:53
I tried to grab some of them as best I could.
  • 1:03:56
But of course, we won't get to everything today.
  • 1:04:01
But if you have any other questions for us or if you have thoughts, which I see a lot of thoughts from you all.
  • 1:04:08
We have a couple threads up, one regarding tanking and one regarding UI and looting.
  • 1:04:13
So if you have thoughts on those things, definitely go give us a feedback over on our forums, forums.ashisofcreation.com.
  • 1:04:19
We super duper appreciate it.
  • 1:04:20
We put a lot of reports together for our developers, and then we present those and we discuss them.
  • 1:04:24
And a lot of the times, we're all on the same page.
  • 1:04:27
We're already thinking those things.
  • 1:04:28
So I'm going to go through some of the things that you guys had questions about here, which is first and foremost, there were a lot of concerns about threat.
  • 1:04:36
A lot of people didn't understand how holding threat works because you were holding threat at some point.
  • 1:04:42
I know.
  • 1:04:43
I know.
  • 1:04:44
Well, it's important to remember that these previews are done at a very low level, right?
  • 1:04:49
So these are low-level skills and abilities that the archetypes have available to them.
  • 1:04:54
And so because of that, some of the functionality from these abilities, they don't necessarily perform as well as you would want them to in a later stage of the game for that role.
  • 1:05:07
Now, also keep in mind that balance is a perspective that needs to be incorporated also.
  • 1:05:15
So threat is generated based off of a few factors.
  • 1:05:18
It's based off of damage done.
  • 1:05:19
It's based off of healing done.
  • 1:05:21
It's based off of threat generation modifiers that are on abilities.
  • 1:05:27
Now, the tank in this situation, I believe, has two abilities that are going to generate additional threat.
  • 1:05:34
They have the number two ability, and then they also have the shout ability.
  • 1:05:43
Both of those are creating additional threat.
  • 1:05:45
But with that being said, we need to tune probably those abilities up a little bit to contend with the DPS that's coming both from the Ranger and with the heals that are coming out of the cleric.
  • 1:05:56
All right.
  • 1:05:58
And the next questions here are in regards to blocking and dodging.
  • 1:06:03
Will all classes be able to have active blocking?
  • 1:06:06
And then also, can you active block without a shield?
  • 1:06:09
Because mostly we only saw you doing that when you got the shield afterwards.
  • 1:06:14
Yeah, absolutely.
  • 1:06:16
So active block will not be as performant in mitigating the incoming damage with weapons that aren't using a shield.
  • 1:06:23
However, you will be able to active block with that currently as it stands in the design.
  • 1:06:27
And then the other question about active block was, I'm sorry.
  • 1:06:30
It was the shield one, and the other one was will all classes get active block?
  • 1:06:35
So it's like can you active block without a shield?
  • 1:06:37
Oh, so you can active block without a shield, and all classes can active block.
  • 1:06:41
But it's not a universal ability at the moment.
  • 1:06:45
And then are there iframes in dodges when you're dodging?
  • 1:06:50
We aren't using iframes for dodging.
  • 1:06:52
However, we are toying with the idea of a dodge increasing certain stats that are opposed to checks,
  • 1:07:00
such as accuracy versus evasion, and potentially boosting mitigation
  • 1:07:07
by spec into certain passives that augment their dodge ability.
  • 1:07:11
And then there were a lot of questions regarding UI stuff.
  • 1:07:16
But yeah, I'll start with the performance thing, which was people were saying that it was really cool
  • 1:07:21
seeing the grass get knocked down and stuff like that.
  • 1:07:24
But people are worried about GPU drain, and they were curious if they'll be able to toggle that off.
  • 1:07:30
Yeah, so there's a lot of bells and whistles that are intended on the client rendering side
  • 1:07:36
for these types of features that players will have the ability to scale up or down or off from a performance perspective.
  • 1:07:46
And then I think people are wondering if this video is with UE 5.1,
  • 1:07:53
because we've been talking about the fact that we are going to be swapping over to that.
  • 1:07:56
Right.
  • 1:07:57
No, our 5.1 is not scheduled to be complete until probably another week or two.
  • 1:08:03
We're moving over to that.
  • 1:08:05
Cool.
  • 1:08:07
And then we have UI stuff, which is, will there be an auto-loot option?
  • 1:08:12
A lot of people saw that you were manually looting things, and they were curious if there would be an auto-loot,
  • 1:08:17
or they could have some kind of pet that would auto-loot for them.
  • 1:08:20
No, not a pet that can auto-loot.
  • 1:08:22
However, we are toying with the idea on the interact of double tapping or some other type of keystroke input
  • 1:08:29
that would not require you to interact with the loot container itself, but would just grab everything off of it.
  • 1:08:35
Especially if there's multiple loot piles within a proximity radius,
  • 1:08:38
it would have to be very close proximity radius.
  • 1:08:41
You could double tap to interact with all those and pull them in.
  • 1:08:44
And then there were a lot of thoughts on the nameplates and how it's kind of hard to tell mobs versus your party
  • 1:08:50
because everything was like red.
  • 1:08:51
I know their nameplates aren't complete yet, but I don't know if you want to talk a little bit about the direction of where that's headed.
  • 1:08:56
Yeah, so nameplates really actually require a big refactor on our end that we haven't done yet.
  • 1:09:03
However, that is something that TechArt and engineering, as well as our UX UI team,
  • 1:09:09
are going to be doing over the course of probably the next month to month and a half.
  • 1:09:14
It's a big refactor both from performance reasons, how we're going to be able to occlude those nameplates
  • 1:09:19
with in-world obstacles in line of sight, as well as prioritizing and clamping their sizes and distances
  • 1:09:28
that need a bit of a refactor and of course their visual appearance.
  • 1:09:33
So that's work that's still outstanding.
  • 1:09:35
And I think that kind of ties in line with being able to tell whether an enemy is in a lead or not
  • 1:09:42
and also just kind of different types of mobs.
  • 1:09:45
Yeah, that's general UX treatment of the nameplates that's going to include, which has already begun a little bit,
  • 1:09:51
but is going to include, as you said, those indicators like resistances, buffs that are present,
  • 1:09:57
whether they're elite or not, they'll have probably a star format to indicate that with their hit point allocation.
  • 1:10:05
There's a lot of treatments from a UX perspective that needs to be included in the artwork.
  • 1:10:09
Is their power level over 9,000? That's the question.
  • 1:10:12
Right.
  • 1:10:12
And then of course we have, will bosses look different than regular mobs?
  • 1:10:17
Or is this kind of just a placeholder to show that, hey, the boss in this area is a little bigger than the other ones,
  • 1:10:24
but they kind of look similar?
  • 1:10:26
Oh, yeah.
  • 1:10:27
So it kind of depends on the types of bosses we're talking about, right?
  • 1:10:30
We have regional, we have hunting ground, we have elites, we have mini bosses, we have dungeon bosses, we have raid bosses.
  • 1:10:38
There's a lot of different types of creature types.
  • 1:10:41
And these in particular are more really elite spawns for this location.
  • 1:10:46
They're not really probably considered bosses because they can be handled by a single party.
  • 1:10:50
But the rare spawns obviously have a longer respawn time.
  • 1:10:54
And so sometimes you'll see that they're scaled up from a size perspective,
  • 1:10:59
but most of the time you're going to see if it's a named mob that it's going to have a unique character appearance.
  • 1:11:05
And then will there be range indicators for abilities?
  • 1:11:09
So, for instance, like if I have ability that can be used within X amount of meters,
  • 1:11:15
can I kind of see that as I'm using it versus just hitting it and then seeing that it does it?
  • 1:11:23
You mean from like a...
  • 1:11:27
Like if I have a grapple that has like a range of 60 meters, right?
  • 1:11:33
Can I see that distance a little bit more obvious?
  • 1:11:36
It depends. If it's a targeted ability, the indicator when targeting will tell you,
  • 1:11:43
great out or not, that the ability can be used based on distance.
  • 1:11:47
If it is a templated ability, which means it's a skill kind of skill based use,
  • 1:11:52
you'll need to get a feel for those distances.
  • 1:11:55
And that's kind of some skill based learning where you get an idea for what those distances are.
  • 1:12:03
Some of those will have template indicators, but they'll be very in world and immersive.
  • 1:12:10
We're not utilizing more UI centric looking indicators,
  • 1:12:15
but generally the AOE templates are meant to be kind of skill based.
  • 1:12:20
And then when it comes to tanking, will it be primarily the tank archetypes that will be able to tank?
  • 1:12:28
Or can other people tank?
  • 1:12:30
No, I mean other people can tank. It really depends on the setting, right?
  • 1:12:35
If we're talking like high end rating or done engineering
  • 1:12:39
and playing in these areas that require a main tank,
  • 1:12:43
that role and responsibility lies to the tank archetype.
  • 1:12:46
Now, tank archetypes can obviously take secondary archetype selections
  • 1:12:49
and they can hybridize across different roles.
  • 1:12:52
That'll give them a bit of horizontal utility or horizontal progression to the augment system.
  • 1:12:59
And the best tanks are going to be the tanks that double down in that role.
  • 1:13:04
But the game here is agency, player agency and providing that kind of unique build options.
  • 1:13:13
People want to use a wand and a shield, Stephen.
  • 1:13:15
Right. Well, I don't know about a wand and a shield.
  • 1:13:19
But yeah, no, it's something that is intending to allow players to have agency over that.
  • 1:13:25
And for those of you wanting to hear more about augments and stuff,
  • 1:13:28
we'll be talking more about that in the future. So stay tuned.
  • 1:13:31
And then also people are wondering about how are you designing encounters around active blocking?
  • 1:13:35
Will it be situational use or what I expect to be laying on my block keybind for most of the fight
  • 1:13:42
to prevent getting deleted by bosses?
  • 1:13:44
Kind of like they're wondering if the gameplay,
  • 1:13:46
because obviously seeing the gameplay right now it's in its core loop,
  • 1:13:49
which is a little bit more simplistic.
  • 1:13:51
Absolutely. Yeah, it depends really on the type of adversary you're facing.
  • 1:13:56
Some of them are going to have indicators or tells that a big attack is coming.
  • 1:14:01
It's an animation windup where you'll have an opportunity to use active block
  • 1:14:06
in very unique situations that are based on timing
  • 1:14:10
and mitigate additional mitigation for those incoming one-off attacks.
  • 1:14:14
In other occasions, you'll be able to use it off of rotational cooldowns
  • 1:14:19
or if you're waiting for a particular ability or, you know,
  • 1:14:22
during the use of your Aegis, right?
  • 1:14:27
There's different situations for when active block is a relevant use case.
  • 1:14:32
Yeah. And of course, we are still in development.
  • 1:14:35
There's many things that will be changing along the way.
  • 1:14:37
So if you follow the journey and if you've been following us so far,
  • 1:14:40
you've probably seen some very strides in what we've done,
  • 1:14:43
especially from Alpha 1 to moving towards our Alpha 2.
  • 1:14:47
But I think I'm going to wrap up the questions here.
  • 1:14:48
I know there are some forum questions that we'll do in the Q&A section.
  • 1:14:52
I just wanted to grab a few that were, I noticed were pretty vocal in the chat.
  • 1:14:56
Yeah, absolutely.
  • 1:14:57
There were a lot of comments about Stephen's gameplay.
  • 1:15:00
So I do want to comment on that real quick, though.
  • 1:15:03
Just so you guys are aware, you know, I do take a certain persona
  • 1:15:09
when kind of showcasing this because, again, it is intended for an audience
  • 1:15:13
that's not core per se, but sometimes might be tuning in for the first time
  • 1:15:17
and seeing what the development of the game is all about.
  • 1:15:19
And, you know, it's much more fun to be kind of a participant in that exploration
  • 1:15:25
rather than a recipient of knowledge and information
  • 1:15:28
if you're seeing it for the first time.
  • 1:15:30
So there's a bit of duality in kind of that streamer-esque persona.
  • 1:15:34
However, with that being said, what I want to do with this particular video
  • 1:15:40
is I want to upload a 4K version of it after the stream,
  • 1:15:43
but I'm going to rerecord it because of the audio issues that we had,
  • 1:15:47
and I'm going to be a bit more descriptive and definitive in the demonstration
  • 1:15:51
so that, you know, we can try that and see how that feels.
  • 1:15:55
But I would say that that'll take probably a couple of hours or so.
  • 1:15:59
All right.
  • 1:16:00
And we'll use some of our other equipment that we have now, which is exciting.
  • 1:16:04
So with that, we're going to head on over to look at character goodies.
  • 1:16:09
I always love the character art updates.
  • 1:16:11
Character art updates.
  • 1:16:14
So first and foremost, we have some really neat Cyclops goodies,
  • 1:16:19
which if you've been following along with us,
  • 1:16:22
you've probably seen that we are going to be showcasing some Cyclops action.
  • 1:16:28
And we've shown a little bit of the Cyclops over the months,
  • 1:16:33
if you've kind of gone back and look.
  • 1:16:35
But now we're showing you the weapons that are getting 3D modeled,
  • 1:16:39
which looks very cool.
  • 1:16:41
There's a variety of Cyclopses.
  • 1:16:43
Cyclops-I? Cyclops-y?
  • 1:16:46
What's the Cyclopses?
  • 1:16:48
What's the plural?
  • 1:16:50
Cyclop-I?
  • 1:16:52
But we have some really cool looking.
  • 1:16:56
Yeah, those look great.
  • 1:16:58
Who modeled these?
  • 1:17:00
These ones were modeled by a variety.
  • 1:17:02
So the spear is Chris, and then Manny did the staff, the mace, and the shortbow.
  • 1:17:06
Love it.
  • 1:17:07
Looks great.
  • 1:17:08
I wrote them down this time so I don't forget.
  • 1:17:10
Yay.
  • 1:17:12
I was like, Stephen's going to ask, and I need to have the answer.
  • 1:17:17
Next up we have the tank and hammer that you saw, or the tank and hammer,
  • 1:17:23
the sword and hammer that you saw.
  • 1:17:25
The tank and hammer.
  • 1:17:26
Stephen playing with the tank.
  • 1:17:28
Wow.
  • 1:17:30
In Alder glory.
  • 1:17:32
Quite beautiful.
  • 1:17:35
And then I got a little teaser for you.
  • 1:17:37
Teasing something that's coming up.
  • 1:17:40
But this is called, well, it's like our shield, our carfen shield.
  • 1:17:44
That's not the full name of it, but that might tease a little bit of what might be coming.
  • 1:17:48
Oh, carfen.
  • 1:17:50
Carfen.
  • 1:17:52
And Danny worked on this one.
  • 1:17:54
Looks great.
  • 1:17:55
Looks very good.
  • 1:17:57
And then we've got, you guys have seen the Najash being worked on quite a bit,
  • 1:18:03
but this one is the enforcer model.
  • 1:18:06
Looking pretty cool.
  • 1:18:08
And then we actually have the 3D turntable for the shaman,
  • 1:18:13
which I believe we showed the shaman model in work in progress previously.
  • 1:18:18
But now you're seeing.
  • 1:18:20
Love it.
  • 1:18:21
The 3D one.
  • 1:18:22
It's sick.
  • 1:18:24
Some snake people.
  • 1:18:26
And then you also see their staff, which is awesome.
  • 1:18:30
I can't wait to see the animations for these.
  • 1:18:33
Oh, yeah.
  • 1:18:34
I loved seeing the animated armor today with like their little, their lightning zap thing.
  • 1:18:39
That ability looks so cool.
  • 1:18:42
And then we've got the boulder stone bulldog, which Jinsei worked on.
  • 1:18:51
I love his little face.
  • 1:18:53
I know.
  • 1:18:54
He's like a ram and a doggo had a baby.
  • 1:18:57
Yeah.
  • 1:18:58
And he's a mount.
  • 1:19:00
He's a bull goat.
  • 1:19:01
And bull goat.
  • 1:19:03
And bull ram.
  • 1:19:05
Very cool.
  • 1:19:08
And then we've got the oak stout.
  • 1:19:14
I can't wait to see the animations.
  • 1:19:17
I know.
  • 1:19:18
They're going to be awesome.
  • 1:19:21
It's utterly adorable.
  • 1:19:24
And I know I'm the worst.
  • 1:19:27
And then we've got our risen guardian,
  • 1:19:30
which is just disgustingly awesome.
  • 1:19:34
That's nasty.
  • 1:19:36
Nasty.
  • 1:19:37
This is the mount that you want to ride into battle to scare your enemies.
  • 1:19:44
Oh, yeah.
  • 1:19:45
It probably has like just an aura of rotting flesh.
  • 1:19:48
You need to make some will saves or fortitude saves when you get near it.
  • 1:19:52
Imagine the stench.
  • 1:19:55
This is where we need like smell-o-vision.
  • 1:19:58
I'm just kidding.
  • 1:19:59
And then we have some new stuff for you for Vec hairstyles.
  • 1:20:04
So brace yourselves.
  • 1:20:06
It's pretty awesome.
  • 1:20:08
So we're going to start with the Vec.
  • 1:20:10
This is a short hairstyle, a little knobbin.
  • 1:20:14
Love it.
  • 1:20:16
So good.
  • 1:20:23
I like the second ponytail that's going forward.
  • 1:20:29
And then we've got the reverse ponytail.
  • 1:20:32
The mohawk plus some beard action.
  • 1:20:36
Nice.
  • 1:20:38
Did we grab some reference images from Ryfy?
  • 1:20:43
I don't have some reference images, but Ryfy does have a sick mohawk.
  • 1:20:49
He's one of our producers.
  • 1:20:54
And then we've got the long beard, which kind of reminds me of Zach's beard a little bit.
  • 1:21:02
Zach, yeah.
  • 1:21:03
But like more scruffy.
  • 1:21:07
And then, you know, we got to rep.
  • 1:21:09
We got to have the ladies.
  • 1:21:10
So we have a short hairstyle for our Vec ladies.
  • 1:21:15
We will have many, many, many hairstyles, homies.
  • 1:21:18
So do not fret.
  • 1:21:20
These are just a few we're showing for the Vec.
  • 1:21:25
And I think this next one's my favorite, but it's the long pony for the Vec.
  • 1:21:32
Oh, yeah.
  • 1:21:33
That one's cool.
  • 1:21:34
I can cosplay this one.
  • 1:21:35
I can't wait to see the physics, the physics sim on that.
  • 1:21:38
Oh, yeah.
  • 1:21:39
People are going to be like, that better not be going into my clothing.
  • 1:21:42
Good luck with that, animators.
  • 1:21:44
And that is the wonderful character art update.
  • 1:21:50
And always they do so many amazing things.
  • 1:21:52
We can't show everything.
  • 1:21:53
We'd be here all day.
  • 1:21:54
But we do like to take bits and pieces that are really cool.
  • 1:21:57
And we do want to keep some things as surprises.
  • 1:22:00
So with that, we're going to swap over and do a little Q&A from the forums.
  • 1:22:06
If you submitted your questions, thank you so much.
  • 1:22:08
We super duper appreciate it.
  • 1:22:11
Actually, Stephen, do you want to do a quick studio update before we do Q&A?
  • 1:22:17
Yeah, no.
  • 1:22:18
January has been an awesome month so far.
  • 1:22:22
Like I said, we started off pretty quick.
  • 1:22:25
We have some pretty ambitious hiring goals for this year.
  • 1:22:34
And I think you guys last year in the community
  • 1:22:39
have helped us spread awareness for the studio and for the project
  • 1:22:43
on all the socials.
  • 1:22:45
And of course, we've seen, as most of you are aware,
  • 1:22:50
some turbulent times in the tech industry in general,
  • 1:22:53
as well as across the games industry specifically.
  • 1:22:56
Intrepid Studios is hiring.
  • 1:22:59
We can be a resource for those individuals who have been impacted
  • 1:23:02
by those recent layoffs.
  • 1:23:03
And our heart goes out, of course, to all of them.
  • 1:23:06
If you know anyone who's been impacted, direct them to IntrepidStudios.com
  • 1:23:10
where we have all of our current jobs postings listed
  • 1:23:13
and make sure that they know there's going to be updates coming
  • 1:23:16
over the course of the next 30 to 60 days for additional positions
  • 1:23:20
that will be listed as well.
  • 1:23:21
And of course, if you don't see a position listed there
  • 1:23:23
or you know of someone who you think would be a great fit
  • 1:23:26
for the team and the project, you can direct them to just send in
  • 1:23:29
their resume, even without a position listed.
  • 1:23:33
So that's going to be good.
  • 1:23:35
And then in addition, there's a lot of feedback that we need
  • 1:23:42
and that we share with you guys, especially in these updates.
  • 1:23:45
And the community team does a great job at collecting that feedback.
  • 1:23:48
So make sure that you guys are posting and giving us all your thoughts
  • 1:23:51
because that stuff is very important, especially as we get into this year
  • 1:23:55
specifically, where we have a lot of things planned.
  • 1:23:59
A lot of things.
  • 1:24:00
A lot of things.
  • 1:24:00
A lot of things are happening.
  • 1:24:04
With that, we will go to our Q&A.
  • 1:24:06
I was looking through my run of show and I was scrolling down.
  • 1:24:09
I hit the button on the overlay and I was like, oh, no.
  • 1:24:12
But with that, we will chat a little bit about the Q&A.
  • 1:24:17
So the first question here from our lovely forum folks is from Symex.
  • 1:24:21
We have a few that are actually tank related.
  • 1:24:23
So thanks, guys.
  • 1:24:24
You kept everything a little bit on topic and then we have some that are not.
  • 1:24:27
So we will start with the tank ones since we got it on our mind right now.
  • 1:24:31
The first one is about damage mitigation.
  • 1:24:33
Should a skilled tank be able to prevent all damage to their party
  • 1:24:36
or should there be situations that no matter what your skill,
  • 1:24:40
the party will take some damage?
  • 1:24:42
Yeah.
  • 1:24:43
Yeah, absolutely.
  • 1:24:44
There is a few ways that that gets accomplished, both from an ability creation
  • 1:24:49
perspective with regards to the class kits and what they are capable of doing,
  • 1:24:53
but also in the encounter design and how we want to structure the AI
  • 1:24:57
and behavior tree of our monsters not to be very simplistic in their engagement.
  • 1:25:02
So that is important.
  • 1:25:05
It's cool to, as a tank, have some control over the encounter,
  • 1:25:11
but it's also not cool if the control creates an entirely predictive gameplay loop.
  • 1:25:17
So with that being said, we want to introduce that element of chaos
  • 1:25:26
because that makes things kind of fun and reactive
  • 1:25:30
and reactive gameplay is skill based gameplay and that's a good thing to have.
  • 1:25:35
All right.
  • 1:25:36
And the next question is from Immortality.
  • 1:25:39
This is about general tank play.
  • 1:25:41
Will tanks have some form of stances to swap between that increases damage
  • 1:25:46
dials at the cost of defenses?
  • 1:25:49
Yes.
  • 1:25:50
So those are some hybridization options that should be available as part of the class kit.
  • 1:25:55
They can be further expanded upon with access to augment systems
  • 1:25:58
and depending on your secondary class choice.
  • 1:26:00
But again, the idea here is player agency.
  • 1:26:03
So we don't prescribe what that class fantasy or class role is.
  • 1:26:07
There's a lot of directions that players can take as part of that agency
  • 1:26:10
and that comes down to how they compose their skill trees.
  • 1:26:15
All right.
  • 1:26:17
And then we've got damage and aggro from Super Waffle Fry.
  • 1:26:22
I like that name and it's making me hungry.
  • 1:26:24
Tanks need to do two things, mitigate damage and hold aggro.
  • 1:26:28
How will tank weapons, shields and armor balance these two dynamics compared to other gear sets?
  • 1:26:36
Well, I think it does so in a few ways.
  • 1:26:39
I mean, obviously stack composition and your itemization choices are important,
  • 1:26:43
making sure you're driving up your constitution-based stat allocation
  • 1:26:48
through selection of certain set bonuses and or stat modifiers.
  • 1:26:52
But in addition, a big portion of that is not just through itemization,
  • 1:26:55
but also through your skill tree selections.
  • 1:26:59
And, you know, they don't have to be diametrically opposed.
  • 1:27:02
The ability to kind of garner additional threat is predicated on your rotational selection
  • 1:27:09
and how you are leveraging certain types of set bonuses that are catered towards that role specifically.
  • 1:27:16
So some set bonuses will have specific very targeted benefits like additional threat generation.
  • 1:27:22
But in addition, you know, if you're going to mitigate damage,
  • 1:27:25
you need to make sure you're focusing on your health pool.
  • 1:27:27
How much health pool do you have available to you?
  • 1:27:29
What type of damage are you mitigating?
  • 1:27:31
Because we have different types of damage mitigation from magic to physical.
  • 1:27:34
And that's predicated on who your opponent is, where your adversary lives.
  • 1:27:38
You know, both of those are viable strategies.
  • 1:27:42
All right.
  • 1:27:43
And then we have Orbificator, and they want to know about being unkillable.
  • 1:27:47
Will I be able to fulfill my fantasy of having a ridiculously large health pool
  • 1:27:52
at the cost of other attributes?
  • 1:27:55
You will have significant agency over the allocation of your stat progression.
  • 1:28:01
Yes.
  • 1:28:02
Some of that will be baked in based on the archetype selection.
  • 1:28:06
But a large portion of that will come down to your itemization selection,
  • 1:28:09
your selection of tattoos and other ancillary types of augments
  • 1:28:12
and or benefits you can apply to specific items such as socketing.
  • 1:28:15
But generally, if you want to make a very con-heavy HP-focused tank, you can do that.
  • 1:28:24
All right.
  • 1:28:26
The next one is PvP gameplay.
  • 1:28:28
And this one's from Nice Gaming, but not spelled like nice.
  • 1:28:31
What steps are being taken or considered to make the tank archetype viable in PvP engagements?
  • 1:28:40
Well, there is a whole host of things that are taken.
  • 1:28:46
It's important to note that in a lot of MMOs that probably many of us have played,
  • 1:28:50
PvP can feel like a slapped-on design consideration.
  • 1:28:55
And our approach is very holistic in the sense that we take into account the fact
  • 1:29:00
this is a PvX game.
  • 1:29:02
So when we're designing the class kits, we are making sure that mechanics and designs
  • 1:29:07
are targeting applicability both in PvE settings as well as PvP settings.
  • 1:29:13
That's very important.
  • 1:29:16
There are also special mechanics like how threat is used in PvP,
  • 1:29:20
how taunts are used in PvP.
  • 1:29:23
Those things, I think, require testing.
  • 1:29:26
But we have some ideas that will make them relevant so that you don't have abilities
  • 1:29:31
that have no relevancy in PvE or PvP but have some cross-application.
  • 1:29:38
All right.
  • 1:29:40
And then we've got the off-tanking.
  • 1:29:42
And this is from Sago.
  • 1:29:44
And they want to know how will off-tanks remain useful in raids or dungeons
  • 1:29:48
when they don't need to tank for a specific fight?
  • 1:29:52
There's a few cases in which off-tanks, of course, are relevant.
  • 1:29:59
I mean, when you're fighting in a dungeon, you have the occasional adds that come in
  • 1:30:03
where the primary tank might be focused on keeping your party's target aggroed
  • 1:30:12
and the off-tank has the ability to kind of hold aggro on adds
  • 1:30:15
until the main tank is finished with their target.
  • 1:30:18
In addition, you have certain types of abilities like taunts that are immediate redirects on threat
  • 1:30:25
without having to acquire or accrue the appropriate threat to hold that aggro
  • 1:30:29
that can utilize those taunts situationally based off of the threats that are appearing to the party.
  • 1:30:36
There's a lot of, I mean, there's a broad scope of applicability
  • 1:30:42
that applies to these types of roles like off-tank
  • 1:30:45
that I think are relevant and part of our overall kit designs.
  • 1:30:50
And this next question is one I feel like many people internally have also talked about,
  • 1:30:56
which is from MyoSotis, and they want to know about the name.
  • 1:31:05
Have you considered renaming the tank archetype?
  • 1:31:10
Yes, we have considered it.
  • 1:31:14
There are a few thoughts on that.
  • 1:31:20
The tank is a clear communicator.
  • 1:31:23
The tank name is a clear indicator kind of of the role
  • 1:31:28
that is more common in our average MMO vernacular, right?
  • 1:31:33
Now, from a role-play perspective, there are questions about keeping that name in world,
  • 1:31:42
in lore, so to speak, and not necessarily adopting the vernacular that the community has adopted.
  • 1:31:49
I think those are valid concerns, and it's something I'm not diametrically opposed to reconsidering.
  • 1:31:55
But I would say an update on that is not coming in the immediate future.
  • 1:32:00
All right.
  • 1:32:01
And then we're moving away from tank stuff, so it's gone.
  • 1:32:05
Barab wants to know about naval mechanics.
  • 1:32:08
Will there be a mechanic on ships that allow players to hire or install NPCs to control sails or fire cannons?
  • 1:32:18
No, we don't have the concept of including the mercenary or additive NPC solution
  • 1:32:25
or as a mechanic on naval ships.
  • 1:32:28
They are elsewhere within the game, but not intended for naval ships.
  • 1:32:35
And then Azrae wants to know about siege summons.
  • 1:32:39
Will there be level restrictions on who can participate in the activation of these abilities other than for the group leader?
  • 1:32:48
For summons during sieges?
  • 1:32:53
Are we talking about summoners or are we talking about siege weapons like vehicles?
  • 1:32:59
Will there be level restrictions on who can participate in the activation of these abilities?
  • 1:33:03
So if we're talking about vehicles and siege weaponry, that's agnostic of class kits,
  • 1:33:09
those will be predicated on individuals who have the items within their inventory in order to summon them
  • 1:33:15
and who are registered as part of, in the castle scenario, registered guild, or in the node scenario, an attacker, a valid attacker.
  • 1:33:24
With regards to the summoner class and abilities that exist within class kits,
  • 1:33:31
those types of summons will require that the summoner is an active participant in the siege or in the node siege, castle siege or node siege,
  • 1:33:43
in order to utilize that ability.
  • 1:33:46
And then if we're talking about the group summons, then the group summons would be utilized solely by the party leader.
  • 1:33:54
So that's an activation that occurs from the party leader.
  • 1:33:57
The party leader has to satisfy having that ability as part of their class kit
  • 1:34:02
and then having the necessary additive components from other classes that are part of the group.
  • 1:34:07
All right.
  • 1:34:08
And then Jamie Chaos wants to know about raid bosses.
  • 1:34:11
It was stated that raid bosses would change difficulty based on how fast a group was clearing them.
  • 1:34:18
If the raids are supposed to be open and not instanced, how does this work or do rooms lock once a boss is pulled?
  • 1:34:25
And this was something you had stated a long time ago.
  • 1:34:28
Yeah.
  • 1:34:29
So raid bosses are aware of the number of combatants within an area in proximity to them.
  • 1:34:37
And that awareness is part of an indicator to which behaviors they're going to utilize as part of their behavior tree.
  • 1:34:47
So as it's assessing the types of combatants that are facing it, the number of those combatants,
  • 1:34:52
the position of those combatants, the abilities and life totals of those combatants,
  • 1:34:57
it weighs certain actions in its behavior tree and then it acts on those actions.
  • 1:35:02
And in the scenario where you're bringing overwhelming odds to a particular fight,
  • 1:35:08
that might weigh heavier the AOE options that the boss has access to,
  • 1:35:14
to where they're utilizing a lot more AOE abilities during an engagement due to that overage of players.
  • 1:35:22
So in that sense, it's a bit adaptive.
  • 1:35:25
It's a bit dynamic based on the encounter scenario.
  • 1:35:29
And you haven't really seen our full AI encounters yet.
  • 1:35:33
We're very much in our core loop state as we're showing this showcase.
  • 1:35:38
So for people being like, you don't see that right now.
  • 1:35:42
It's because we're not showing that quite yet.
  • 1:35:46
And then Serena Venport wants to know about player housing.
  • 1:35:50
And this is our final question from the forums today.
  • 1:35:52
What limitation will we have with placing items we find in the world as decorations in our houses?
  • 1:36:01
There is a few limitations.
  • 1:36:04
Some of those limitations are specific to the type of housing that you own.
  • 1:36:10
Some of those limitations are at the recipe and workbench construction point as well.
  • 1:36:17
You need to have the necessary components to make those things.
  • 1:36:20
Placing them, there is an allotment quota that's based on the type of housing.
  • 1:36:25
And there is a grade restriction based on the type of housing.
  • 1:36:29
So if you have a mansion in node housing, you can place the best furniture.
  • 1:36:34
And furniture has mechanical components to it, game mechanics associated with them.
  • 1:36:38
They're not just visual or cosmetic.
  • 1:36:43
In addition, there might be limitations around how many of a particular type of furniture piece
  • 1:36:48
or decor item you can place inside of a property.
  • 1:36:55
So you might only be able to place one of a certain type.
  • 1:36:59
So there's a few rules around that.
  • 1:37:02
All right.
  • 1:37:03
And that's it.
  • 1:37:04
We've wrapped it up.
  • 1:37:05
Wow, we did it.
  • 1:37:06
Thank you for watching this on YouTube.
  • 1:37:08
We've probably made some edits because we're going to re-record the gameplay section
  • 1:37:12
to showcase that a little bit better.
  • 1:37:15
And for those of you who are watching this live with us, thank you for joining us
  • 1:37:19
and giving us a lot of feedback.
  • 1:37:21
We appreciate that.
  • 1:37:22
And of course, as always, head on over to our forums, forums.ashisofcreation.com.
  • 1:37:28
Give us feedback.
  • 1:37:29
We have tank thread up there as well as looting UI thread up there.
  • 1:37:33
So if you have thoughts, get them over to us.
  • 1:37:34
We always love seeing those.
  • 1:37:36
And as Stephen mentioned before, we do make reports on these
  • 1:37:39
and we send them to the development team.
  • 1:37:41
And sometimes we have meetings regarding these.
  • 1:37:43
And it really helps us ensure that we're always on the same page.
  • 1:37:45
And usually a lot of the feedback that you guys have is stuff that we're already like,
  • 1:37:48
yeah, we want to move forward in that direction anyway.
  • 1:37:51
Or we're already working towards that.
  • 1:37:53
Which is nice.
  • 1:37:54
Good validator.
  • 1:37:55
Absolutely.
  • 1:37:56
Exactly.
  • 1:37:57
It validates that we're on the right track.
  • 1:37:59
And of course, we would love for you to check out our Featherstone Royal Expeditions cosmetics.
  • 1:38:05
They will be swapping over February 8th, 2023 at 11 a.m.
  • 1:38:08
So if you want those, grab them.
  • 1:38:10
And of course, thank you or thank you very much viewers for joining us.
  • 1:38:15
And of course, to our lovely developers, Keenan, Trad, Brian, and Stephen
  • 1:38:20
for showcasing our tank.
  • 1:38:23
And we hope that you all stay safe and healthy.
  • 1:38:26
We'll have a 4K video up on YouTube.
  • 1:38:28
We'll have the whole development video up on YouTube as well.
  • 1:38:32
One will come today and the other one will go tomorrow.
  • 1:38:35
And then of course, on the development update video, if you leave us a comment
  • 1:38:38
and you subscribe, your comment could possibly be the lucky winner
  • 1:38:42
that will be showcased on our next development update next month.
  • 1:38:46
So please follow us in all the places at Ashes of Creation.
  • 1:38:50
And we'll see you guys all next month.
  • 1:38:52
Any last words, Stephen?
  • 1:38:54
No, just thank you guys.
  • 1:38:55
Make sure to give us your feedback.
  • 1:38:57
We appreciate it as always.
  • 1:38:58
And of course, we endeavor to present you guys with the most amazing MMORPG possible.
  • 1:39:03
And our goal has always been to make you proud.
  • 1:39:07
So keep us informed on your feedback and give us all the thoughts.
  • 1:39:12
Yeah, we love seeing all your thoughts.
  • 1:39:15
So we'll see you all next month.
  • 1:39:17
Bye, everyone.