Bosses

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A Lieutenant of The Ancients 3D render.[2]

These particular two models, with alpha one, they will be animated and present as adversaries in some of the dungeon locations within Ashes of Creation.[3]Steven Sharif

Bosses fall into the following types, with increasing levels of difficulty and loot tables, requiring greater numbers of players to kill.[4]

  • Boss respawns will be randomized within certain windows and over variable locations.[6][7]
    • Bosses may also spawn based on predicates that can be met at any time, such as when a story arc or an event begins somewhere in the world.[7]
Generally in my experiences, when you have a fixed respawn time, you run into the potential situations where the powerhouses of the server can keep a particular boss on lockdown; and you don't want to create that type of a situation; and so one of the ways that we can help to alleviate that is by having windows of respawn times- and we've all experienced this in the MMOs that we've played. It's not necessarily known when exactly to coordinate with your large guild who needs to be online when; and this can give a little bit of a leg up on the competitive advantage front for other guilds that might be more smaller knit, or more niche to organize quickly in response to the time window of a respawn.[7]Steven Sharif

List of boss mobs

info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.

Raid bosses

There will be some in-depth raiding that has multiple stages that will be extremely difficult and... It would definitely be in the single digits of population that will be capable of defeating certain content... It doesn't mean that there won't be content available for the larger percentages as well... There should be a tiered level of content that players can constantly strive to accomplish. If there is no ladder of progression and everything is flat and all content can be experienced, then there is no drive to excel.[12]Steven Sharif

List of raid bosses

info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.

Raid tiers

Tiers of raid difficulty are in accordance with the world's node structure.[13][14]

The more developed a zone the more challenging the content; and we feel that's a good progression when it comes to actual adventuring class, because it will match both world development and it will also continue to allow for participation for new players, if they may go into a zone that's recently been reset by either a siege or some other event.[14]Steven Sharif

World bosses

The general philosophy is that respawns will be variable. We don't want to have set specific times in which respawns will occur, so that they can be camped and farmed. But there'll be variable location respawns as well as variable time respawns. And then that provides opportunities for different parties to engage at different times and locations.[6]Steven Sharif
  • Some world bosses will have stages of progression, such as defeating acolytes, then lieutenants, then generals, then the world boss itself.[12]
    • At each stage there is increasing difficulty. This may be parsed out into different time periods and be behind a wall of development.[12]
  • A single digit percentage of the population will be capable of defeating certain content.[12]
  • There will be ancillary effects that happen as a result of downing certain world bosses.[19]
  • Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[21][22][23][24][25]

Regional bosses

Template:Regional bosses

List of world bosses

info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.

Dungeon bosses

info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.

Elites

Elites are a tier of mob or boss in Ashes of Creation.[5][17]

  • Certain elite monsters that are not assigned any to any particular hunting ground will roam throughout the world.[17] Other mobs will have leashes that will cause the mob to reset if it moves too far from its point of origin.[28]

List of elites

PvE difficulty

Tumok the Wretched Alpha-2 world boss.[29]

Raid bosses are aware of the number of combatants within an area in proximity to them and that awareness is part of an indicator to which behaviors they're going to utilize as part of their behavior tree. So as it's assessing the types of combatants that are facing it, the number of those combatants, the position of those combatants, the abilities and totals of those combatants, it weighs certain actions in its behavior tree and then it acts on those actions; and in the scenario where you're bringing overwhelming odds to a particular fight, that might weigh heavier the AoE options that the boss has access to, where they're utilizing a lot more AoE abilities during an engagement due to that overage of of players. So in that sense it's a bit adaptive. It's a bit dynamic based on the encounter scenario.[30]Steven Sharif

The difficulty of PvE content, such as raids and dungeons will adapt based on the performance of the raid or group against previous bosses in that encounter.[31]

  • Higher performance in earlier phases will increase the difficulty of subsequent phases of the encounter.[31]
  • There will be mobs who's level is above the player level cap.[34]
Both in Alpha-2 and when the game launches, there will be monsters whose technical level is above that of the cap; and the intent there is obviously again to provide some level of challenge that exceeds a comparable level challenge rating.{livestream|2023-11-30|1h53m50|V9F_AJl9ozY}}Steven Sharif
Q: How challenging will raid boss mechanics be given the given that players may need to simultaneously fight other players while also fighting the boss?
A: It depends. The great thing about our encounter system is that it has a wide scalability from encounters that some might consider easy given their composition to encounters that some might consider impossible until they get their gear level to a certain stage. The level of interaction with other players is really predicated on the encounter itself. We may have some encounters that are in instances although the predominant portion of those will be in the open world, in which case they do have the potential being contested; and these encounters, especially the big ones that might land in contention, are giving some of the best-in-slot gear you can get in the game. So it's important that they are contested because it is a significant victory point; and one of our core pillars is risk versus reward: and the higher that risk the higher that reward should be. So those two things seem fitting and then in addition we do have the concept of winners and losers. Not everybody in Ashes of Creation is going to be a winner; and that sucks if you're not I guess, but there is opportunity for you to continue to excel and become one. But it gives much more meaning to an achievement when not everybody gets the achievement. That's our philosophy.[35]Steven Sharif
Q: So it's the sort of thing where it might be, we're going do a dungeon that's oops, all fire golems, so if everybody straps up with plate armor and fire resistance, you don't have to worry about the magic fire: you've got the fire resistance for. And when you start getting punched around, that's why everyone's come in with plate?
A: The encounters design team presents a particular type of challenge rating- for those you're familiar with playing DnD or whatever, challenge rating gets informed by a few different vertical power levels, but then there's also the horizontal perspective: That is, what tools does your party have to address the challenge rating of the situation and some of the horizontal progression exists within how you kit your equipment slots. Some of those can be enhancements or stones, as you're discussing with fire resistance. Some of those are base stats that exist on a particular item, such as physical damage mitigation versus magical damage mitigation and what subtype of damage is incoming based on that. These are the ways that we emphasize that more rock-paper-scissors type of interaction with balance to where it's okay to have asymmetric imbalance if there are horizontal methods by which you achieve the challenge rating.[36]Steven Sharif

Artificial intelligence

Jermaine Torment of Illwind boss mob.[37]

You can see how we utilize some of the different armor pieces- you've probably seen some of these pieces on different outfits like that toast Corvid Castigator cloak is on him.[37]Margaret Krohn

Ashes of Creation utilizes an adaptive artificial intelligence (AI), meaning different encounters with similar mobs and bosses will yield different player experiences.[38][39]

  • Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[38][32][40][41]
    • Higher frequency of AoE attacks depending on how many players are participating.[32]
    • Unlock rage, recovery effects and buffs.[42][32]
    • Supporting other monster types or classes nearby.[42]
    • Additional adds and add classes.[32]
    • Some NPCs may attempt to seek cover behind obstacles during encounters.[43]
  • NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[44]
Part of the NPC encounter design is not always going to be the same behavior tree. There will be purposefully behaviors that exist for the boss that are rolled at the time of the initial engagement; and so that is in an effort to keep things emergent, to keep things different, to try to not keep a static monotonous engagement idea.[38]Steven Sharif

There are AI systems that don't relate to controlling NPCs.[45]

There are some additional AI parameters that are set that don't relate necessarily to controlling NPCs. There are AIs with regards to the development of the borders for nodes in the direction and also the decisions that are made of which lower nodes to enslave as vassal states. There's AI that relates to a little bit of the stock market that's going to be present in the economy. There's some AI systems that are going to be announced also that are pretty innovative I think with regards to the MMORPG genre and that's going to make the triggered event system very interesting I think; and that's with regards to how nodes develop and the environment reacts to that development by spawning these triggered events of a horde of zombies attacking a city or a legendary raid boss coming out of the mountain. I think there's a lot of opportunity for some of the innovations that's been in the AI sector of game development too to come out in Ashes.[45]Steven Sharif

Level scaling

Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players or world bosses.[18][46][47]

Q: Will world bosses scale when it comes to player levels and is it based on players or the zone itself leveling?
A: They will not scale based on player level, no.[18]Steven Sharif

Mentor program

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

There will be a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.[47]

There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[49]Steven Sharif
The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[48]Steven Sharif

Announcements/Notifications

Goblins attacking a Town (stage 4) node due to a triggered event.[50][51]

Enemies can only really grow stronger as the node grows, becoming outposts essentially for exiled or rivals of the existing order.[52]Steven Sharif

There will be local, regional, or global (server-wide) announcements/notifications of important events.[52][53]

Event notifications will utilize different methods depending on the stage (scope and level) of the event.[52]

  • Local events
    • Local events (such as caravan PvP)[57][58][59] may prompt players via the UI asking if they wish to participate or not.[52]
    • Other local events may offer audible or visual cues without any UI notifications.[52]
    • Local events that have not been addressed may start to expand regionally or even globally.[52]
One important thing to note about events in general is notifications are sent to the players. Players can opt into these events in a similar way that you would into a quest. You're going to be presented with a 'would you like to participate' but they might not always be that way. You might hear trees falling in the forest and that may be an audio cue to tell you something's happening over there. It's out of the ordinary. This is not normally an audio cue that I hear in this area and i'm gonna go investigate that thing. So it might not just be always that UI window represented with a 'participate or not' but I'm going to go investigate and in that sense it could be stage driven. So you might have the more local stage where it is just the visual or audio cues and you get to go participate in that stage; and then when it advances, or if you don't answer the problem in time, then it starts to expand regionally and then it might send out particular notifications to either citizens of the node from which it falls under its purview or even broader than that. It could be global driven events and then it could have things that are are visual cues that are really big like a giant blizzard that's affecting the zone, because the event hasn't been addressed; and that can affect the crop rotations or it can affect passages and roads and how caravans move. There's a lot that the predicate system informs to the event system and then the event system reacts to those types of predicates.[52]Steven Sharif
Whether it be like a siege or a triggered event against a city or like a unique dungeon opportunity... those types of things are going to involve notifications. Especially to the citizens of the city; where you'll be informed of an impending event. Basically it will give you time.[56]Steven Sharif
  • Regional or global events
    • Wider events may be broadcast regionally or even globally.[52][53]

Looting

Alpha-2 looting UI preview.[62]

In the group loot obviously there's a lot of functionality here that parties have the ability to customize. There can be loot master, there can be round-robin, there can be need/greed/pass that's applied on a per rarity basis depending on the party's choices.[62]Steven Sharif

Alpha-2 vote to change loot allocation method UI.[63]

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[64][65][66]

  • Group loot rules are defined on a per-rarity basis.[62]
  • A majority of party members must vote to approve any changes to group loot allocation changes.[63]
  • The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[67]
  • There won't be auto-looting pets.[68]
  • It will be possible to kick a player from a party prior to them acquiring loot.[69]
Yes, technically it would be possible for you to kick a player prior to acquiring loot. However, again because we are a game that relies on social interactions, there are reputations to be had; and if you acquire a reputation as a raid leader, or as a party leader, of doing something dirty like that, then it's unlikely you'll be able to Garner the support of future party members and/or raids to lead efforts against these raid bosses.[69]Steven Sharif
Free-for-all.[66]
  • Whoever is first to loot gets the loot.[64]
Lootmaster.[62][66]
  • A master looter (or lootmaster) is a player designated by the party leader to decide how loot is distributed in a dungeon or raid party.[66]
Round-robin.[62][66]
Need or greed.[62][66]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
Bidding system.[66]
  • Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[66]
    • The highest bidder wins the item.[66]
    • The gold then goes into a pool that is split among the rest of the party members.[66]

Loot tables

Loot tables (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[71][72]

Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[90]

Hunting certificates

Glint in a player's inventory in Alpha-2.[92]

You're hovering over an item we call Glint. [It] comes in a few different rarities. It was formerly known as the monster certificates but we have rebranded them.[92]Chris Justo

Glint rarities in Alpha-2.[92]

Glint (previously known as Hunting certificates and Monster certificates) is a bound currency that drops from mobs and players, and is offered as a reward for completing certain quests, events, and achievements. Glint is intended to be the primary method for generating gold in the Ashes of Creation economy.[93][94][76][95][73][74]

Glint serves a very integral role in the economy within Ashes of Creation. It is a material substance that is acquired through various means, but primarily hunting different antagonists within the world; and it is the physical form of Essence within the beasts of Verra. So when you acquire this it is bound to your character, and that is a very important component of the economic systems here because glint will be used to pay for certain services, such as taxation for buildings that you have, or citizenship dues that are necessary.[96]Steven Sharif
  • Glint may be traded with commodities vendors for player commodities. These commodities can then be transported to other nodes (via caravan or merchant ship) where they can be traded for gold.[76][97][73][98][74] The gold value is based on the demand for the commodity at the destination node (over the last seven days) as well as its distance from the originating node.[100][76]

Loot tagging

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[102][65]

  • The first party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.[102][65]
    • These numbers will be balanced based on testing.[102]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[102][65]
We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights[102]Steven Sharif
Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15.[103]Steven Sharif

Crafted items

Crafting UI. Alpha-1 screenshot. Image credit: Guild:Overlord

Crafted items (also referred to as Completed items, Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[104][105][106][84][107][108]

Crafted gear in the game is the best gear... One thing that I'm not a fan of is that you develop a crafting system in a game and you've spent a lot of time making this from a material and resource perspective. All the tables that you can receive, all the connectivity in the economy and how crafting is associated with the game; and then you undermine the crafting entirely by presenting a separate route of gear acquisition that is on-par with the crafting efforts. So here you have these people who are acquiring all of the resources getting, all the recipes, leveling up their professions and then everything they make is less or equal to anything you could just have chosen the easier path of and gone down the questing and received the best gear. So what we do focus on is that crafters make the best shit. Excuse me, the best things.[84]Steven Sharif
That plays into our crafting system in and of itself. The idea is for those stats to be variables that can be dictated based on the mastery level of the particular crafter; and the higher they become a master of those professions, whether it be for armor or for weapons or for accessories, they're going to have some agency and put their mark on essentially what items they're introducing into the economy.[85]Steven Sharif
We believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[39]

Mount and pet drops

Mounts and pets are dropped by world bosses on a very rare basis.[120]

Temporary mounts

Temporary mounts that drop from bosses will age and eventually die.[121]

Adaptive content

Alpha-1 preview pirate themed dynamic point of interest.[122]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is its final state.[122]Jeffrey Bard

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[123][124] This content adapts to the node progression of the zone it is in.[122][125]

Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[126]

Player driven narrative

One of the major goals I feel like we have is to allow player decisions to have consequences and to have meaningful results from the decisions that they make, so it seems like people can really create their own stories.[131]Aimi Watanabe

The world of Verra will be the same on each server, but Nodes will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[132]

We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.[134]

It redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, it's incumbent upon you to manifest that in the game.[135]Steven Sharif

Legendary items

There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[83]

At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[81]Steven Sharif

The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[82]Steven Sharif

Certain legendary items may be limited to one per server at any given time.[137][138]

  • If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[137]

There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[138]

A legendary weapon is easily distinguished by its visual appearance.[82]

It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[82]Steven Sharif

Legendary items are not intended to be temporary.[139]

The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[139]Steven Sharif

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Discovery of legendary items will unlock further chapters of the Lore.[141]

Monster coins

Monster coin concept art.[50]

Let's say for example you have an event- that is the predicate for this event kicking off was that a raid boss was killed in a nearby dungeon; and it was killed for the 50th time, or it was killed by some particular storyline end or whatever the predicate system is in the world state to say "hey kick this event off". Well, when that event kicks off a number of spawners activate around the node and NPCs start moving towards a node. The node is notified, like "hey there's something happening here, you guys should put up your defenses focus on this thing"; and those with monster coins who are within the area and are not a citizen of the node or an affiliated node can choose to activate the monster coin to become one of the monster types that exist within that event; and that event has a number of targets; and let's say for this particular story arc the thing was we need to find artifacts and better weapons in order to defeat these bosses at the bottom of this dungeon; and a lot of players went through that process they found those weapons and whatnot. Well those things might be stored in three buildings that exist within the node. They might be stored within the armory; they might be stored within the barracks; and they might be stored at a workshop that has access to a workbench that they've chosen to build and that could also potentially serve as a predicate; and when you become the monster those are your three objectives; and you don't need to destroy all three. You potentially just need to destroy one, or you destroy as many as you can if it's a time selected event; and you might have targets that are NPC-related as well, such as the blacksmith that's at the workbench, or the captain of the guard who's at the barracks, or whatever who's at the armory; and you get to go in and you get to kill other players potentially during this who are helping to defend the city; and you can also make it to the objectives and potentially help in destroying the building, or killing the NPCs. That is the type of objectives that would exist within a monster coin system for an event.[142]Steven Sharif

Pre-alpha monster coin system.[143]

Sometimes the disturbed beings could take the form of packs of dire wolves, hordes of zombies roused from their graveyard, or even, rarely, an epic-tier dragon flying out of a volcano once a node reaches its maximum level. In any case, the disturbed monsters have to tackle a series of destructive objectives, which can either be handled by the AI or, more interestingly, by a player. The player in turn would attempt to complete all those actions much as in a multi-objective quest, hopefully before other players brought him or her down.[144]

Monster coins enable players to play as monsters within the monster coin event system. This ranges from playing as a horde of zombies, to becoming a massive dragon.[145][54][146]

During a Monster Coin Event, players will be able to activate Monster Coins, allowing them to become monsters and wreak havoc! These Events can be triggered in a variety of different ways, and in some cases they may even provide cosmetic rewards.[50]

Monster coin events are system spawned events.[54][147]

  • They are structured in a way to prevent groups from gaming the system.[147]
  • Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.[148]
  • Server messages appear for players in the vicinity of these dynamic events.[149]
  • The player will have a number of potential objectives they can choose to attack during the event. This may include node buildings, points-of-interest, dungeon, NPC, or other open-world objective.[142]
When you're playing as a as a monster from the monster coin use as part of an NPC event that might be targeting a node, or other some other open-world objective or POI, or dungeon, you get to participate as a monster and your focus is completing objectives that have already been prescribed as part of the event.[142]Steven Sharif

The Ancients are not going to be part of the monster coin system.[151]

Traditionally, the Ancients are not going to be part of the Monster Coin system. These are the primary antagonists of the story. From a lore perspective, and one of the reasons why they're not a part of the Monster Coin system, is because their souls have really developed almost to the point of perfection in manipulating the Essence for more corrupt uses. They haven't quite gotten there, and who knows if they ever will, but that attunes them out of the possibility: The reason why the monster coin system is possible with other creatures.[152]Steven Sharif

Impact on nodes

Monster coin events (Bosses) cannot destroy or delevel nodes.[153] They can disable certain buildings, services and NPCs within a node.[154][149] Node sieges are the chief mechanic for destroying nodes.[153]

For example, if the service building that got disabled was a blacksmith's building that housed a workbench, which was the only workbench in the region capable of crafting a t5 (or tier 5), or high-tier quality equipment, then of course that would have ramifications economically, as those pieces of equipment that are already readily available would raise in prices; and because there would be a issue within the supply chain of those items being introduced into the economy, you would potentially have some supply and demand changes economically and that could span regions: that could be global even.[157]Steven Sharif

Day and night cycle

Alpha-2 day/night cycle.[158]

Day and night cycles in Ashes of Creation are actually over the course of a few hours.[159]Steven Sharif

There is a day/night cycle in Ashes of Creation.[160][161]

  • Day and night cycles occur over the course of a few hours.[162][159]
    • Fifteen IRL minutes may equate to one hour in game time but this is subject to change.[163][164]
    • Day and night cycle tied to server time will be tested in Alpha-2.[165]
The day night cycle is tied to server time, yes. So there is a number of hours that exist between each of the cycles. That's something that we'll be fine-tuning of course during Alpha 2 as well, but it is intended for players to interact with certain systems even based on in-game time as well.[165]Steven Sharif
  • The developers requested feedback on the intensity of illumination and darkness that will be present in Alpha-2.[166][167]
    • Based on feedback the developers increased the nighttime darkness.[162]
Certain creatures will react differently. Certain spawns react differently during night times and different day/night cycles. Those might also influence things like abilities and/or buff/debuff vulnerabilities. You'll have to find out based on the type of creature you're experiencing.[169]Steven Sharif

Ashes of Creation Apocalypse horde mode

Ashes of Creation Apocalypse horde mode is an Ashes of Creation Apocalypse testing mode where 50 players defend a city against waves of incoming NPCs and player controlled monsters.[173][174][175]

  • Each wave is more difficult than the last.[175]
  • Between waves, players collect experience, money and weapons to take back to their hold to defend against the next wave.[176]
  • Monster coins enable players to join the game as part of the horde.[175]

Horde mode will include adaptive AI boss mechanics.[174] Rewards are obtained dependent on progress against these NPCs.[177]

Horde mode will absolutely include boss mechanics, so some of the ideas behind that is going to have a wave mode of a variety of NPCs will likely include some achievable cosmetics as well in that mode depending on how far you can get and those cosmetics will include pets of the NPCs that you face, so like a little miniature version of the NPC's and we'll update those as well, that you'll have in the MMO.[177]Steven Sharif

Horde mode is specifically for testing.[177]

It's a way that we thought it would be fun to implement AI mechanics that we're looking to implement. Testing the the blackboard for the AI. Being able to have variable types of NPCs that have roles whether it be like a sniper, ranged, melee, boss, heroic different AI focuses for those monsters during interesting situations.[177]Steven Sharif

Artwork

See also

References

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