Difference between revisions of "Character"

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=== Guild name ===
 
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Name of [[Guild]] displayed next to [[Character|character]] name.{{livestream|22 May 2017|51m00|dT7KJT_NYEk}}
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== Gear ==
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== Progression ==
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==== End game ====
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== Character birthday rewards ==
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[[Character]]s will receive rewards on their in-game birthday.{{livestream|30 May 2017|9m34|STUmnHRKqNc}}
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* Daily rewards are not currently on the roadmap.
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=== Religion progression ===
  
<blockquote>''Daily login rewards or something we really have to think about in terms of what we want to offer... We want the game itself to offer enough reward to log in daily rather than trying to make it an explicit like gamified reward.''{{livestream|30 May 2017|9m34|STUmnHRKqNc}}{{ndash|[[Jeffrey Bard]]}}</blockquote>
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Revision as of 00:04, 9 February 2019

Character page

There is no planned in-game functionality to leave personal notes regarding player characters.[11]

We don't plan to have in-game tools to provide that tracking. Instead you will be expected to track that yourselves.[11]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.

A character sheet will be available closer to live launch that shows the following:[12]

  • What a character looks like.[12]
  • Achievements and server firsts.[12]
  • Info on a player's class.[12]
  • Character's back story via journal entries (that are shared publicly by the player).[13][14]
  • Traits can be applied that describe a character's history.[14]
You will have a unique homepage for each character and that homepage will be able to be customized by the user to display unique information. It will have a small out-of-game RPG component where you can construct background and traits and stuff like that.[14]Steven Sharif

The character page will be accessible in game by opening a browser through the UI.[13]

That's part of the character sheet desire for us which hopefully will be accessible in game as well by opening a browser through our UI where you can get back history of a character that that character has input themselves into journal entries that they may choose to share with others... For role play perspective we want people to be in depth with their characters.[13]Steven Sharif

The player can manage what info is shown on the character page.[12]

Character appearance

Facial adjustments in the Alpha-2 character creator (first pass).[15]

There is a great variation that's going to be available from a character standpoint when creating your character, especially around the face. Whether it be the shape of the jawline, the cheeks, the ears, the nose, the lips. You know we want to provide a lot of options and an agency to the player to customize their character appearance.[16]Steven Sharif

Character appearance can be customized in the character creator (CC)[18] and via in-game salons/barbershops.[19][20]

We want there to be a lot of room for people to manifest their own identity, to role play how they want to from an appearance standpoint. There's going to be parameters within which you will be able to customize a character. We want the culture and the identity of the races to exist in a range that makes them easily identifiable from other players and other cultures. So, because of that, we have to have a spectrum you can exist on. There will be a lot of hair variants you can do, body art tattoos that you can apply. You'll be able to play with the scales of the facial structure, the bones, the height, width, the body fat percentage. You'll be able to add body hair on different parts of the body. If you want to have hair on your feet, you can dial that up.[21]Steven Sharif
  • Character models are focused on realism.[22]
  • A player will see a generic character before customization.[23]
  • Character designs will have influences from a wide range of cultures, such as European, African and Asian.[24]
  • Lolis will not be in the game.[25][26]
  • Sliders and other controls, such as color palettes, will offer flexibility in customization but there will be limits based on race, gender, and the artistic style guidelines that the developers are adhering to.[27][28][25][29][30]
There's going to be constraints to the sliders, so that was one of those big questions as work began on the character creator: How much agency do you want to allow pulling like the lower lip all the way down in this weird deformed look, or having like [an] offset cheek that's just asymmetrical to the side of the face. There's not going to be the ability or agency to create those types of weird character things. However you will have the ability to move, slide, change, grow, decrease all those components, but they'll be kept in a more reasonable and presented way in the same sense you won't be able to change the appearance of the dwarven, nor the Dünir or the Niküan races to, in my opinion, create what would be traditionally considered a Loli character.[25]Steven Sharif

Character creator

Scars in the Alpha-2 character creator (first pass).[31]

The cool thing about this character creator is that it's not just intended for your character. It has application with NPCs that you might hire.[32]Steven Sharif

We're gonna use similar tech for implementing things like Animal husbandry.[33]Zachary Mallet

Kaelar Alpha-2 character creation (first pass).[34]

This tech is 100% created in-house at Intrepid and is not metahuman.[35]Steven Sharif

We'll be adding many, many more customization options to the character creator.[36]Cody Peterson

The character creator (or character customization system) allows players to define the look of their in-game characters, hired NPCs; and potentially creatures raised by the animal husbandry profession.[32][37]

The Ashes of Creation character creator is 100% developed in-house by Intrepid Studios and is not MetaHuman.[35]

Additional character creator features include.

  • There will be unlockable features for character customization.[19]
You have that scar because you participated in this siege, or these many sieges; or you have this tattoo because of your of a cultural background, or because of a quest that was accomplished where you're able to get that.[19]Steven Sharif
  • The ability to save and potentially to share characters with other players.[31][41]
The beauty of it is that you can save your character- and we already have some of those features available- and load them; and in the future we want people to be able to share those characters amongst each other.[31]Margaret Krohn
  • The ability to undo changes (Ctrl + Z) will be supported, including undoing changes that were made several edits earlier.[42][43]
  • Choosing base idle animations of characters will be possible in future.[44]
    • Certain animations, such as blinking, will be present when they don't interfere with the customization process.[45]
  • Adjusting the background scene and lighting is a planned feature.[45]
There's going to be a lot of environmental controls that are offered to the character creator so that people can set it up their scene the way they want to grab screenshots or to grab recordings or whatever they want to do.[46]Steven Sharif
  • Asymmetry in terms of manipulating different components of the body or different body features such as hair, beard, and eyes.[47]
Asymmetry is going to be functionality that's possible in manipulating either different components of the body or different features like hair. The beard we saw a little bit of that blending with highlights that you can do. Margaret talked a little bit about the eye asymmetry that you can include. Obviously those are going to exist within certain parameters that we want to define on a per-race basis, but it is something that we think is cool.[47]Steven Sharif
  • Body adornments, such as piercings will be possible within cultural limits.[48]
  • The developers are considering whether to allow custom tattoos to be uploaded by users.[49]

The aim is for the character creator to be on par if not much better than that of BDO.[50][51]

Early access

Template:Ashes of Creation Apocalypse character creator

Early access character limits

There will be character limits during the Alpha and Beta testing phases. These are probably going to be more relaxed than for live launch.[52]

  • Allow testing of different builds as needed.[52]
  • Provide equipment needed to test various scenarios.[52]

There will be a "comfortable" number of character slots on launch.[53]

Character naming

Characters will have a first-name and an optional surname (last name).[54]

  • There is a minimum length of three for a character name.[56]
  • Special characters, including apostrophes and hyphens, are currently not allowed in character names.[57]
Currently we don't allow special characters in character names (including apostrophes and/or hyphens). It's possible this changes in the future.[57]Ry Schueller

Character names will appear on the character sheet and optionally on the character website page.[58]

  • In-game a character's name is displayed above their head. This can be the first or last name.[58]

Name reservation availability

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

Name reservations were slated to begin during Alpha-1.[59]

Guild name

Name of Guild displayed next to character name.[60]

Gear

Alpha-2 character sheet work-in-progress UI.[61]

We wanted to create something that would handle a couple of different roles, with obviously your equipment slots for what we call a "paper doll", which is that display of your character. Eventually it won't just be a image of your character, we hope to have the 3D character and be able to rotate around, look at what you're wearing. And then we wanted to support a couple of different features here, with some base stats; the equipment, which will show what equipment you have available to quick swap, so you don't have to have your inventory and the screen open; detailed stats for those people who want to get into all of the details; and then of course gear sets. So this is going to be able to swap to your sets of gear quickly; and being able to save different loadouts.[61]Colby Marchi

There are multiple gear slots in Ashes of Creation.[61]

  • Previously it was stated there were 16 gear slots.[71]

Read more...

Gear sets

Equipping the Titanbark gear set in Alpha-2.[85]

We're going relatively traditional in the gear access points by being driven by level tier that players will have access to. So as you advance in your adventuring class you will begin to unlock the ability to equip gear of a higher level.[86]Steven Sharif

Gear sets (also known as tier sets) are a part of Ashes of Creation.[87][86][88]

Q: How often will armor be part of an entire armor set with other cosmetically matching pieces versus unique armor pieces that don't match or go along with anything else in the game?
A: There is a balance of both set pieces and non-set pieces and usually you're going to see at higher grades within a tier are going to be more predominantly set driven; and the lower interstitial power levels of the gear for that tier are the potentially bespoke pieces; and obviously those pieces are catered around a number of different interactions, such as ones you get from quests, ones that you get from drops, ones that you can craft, ones that you get from legendary bosses, ones that you get from guild-oriented tasks, or in-game favor and unique currencies. So there's different types of acquisition models and each of them has a spattering of either bespoke pieces or set-oriented pieces; and there are even varying levels of set pieces as well. So you might have a full eight piece set, or a three-piece set, or a five piece set, depending on where it lives within the tier.[87]Steven Sharif
  • Players gain bonuses depending on the number and tier of pieces they have equipped.[87][86][88]
    • An overarching set effect is granted to wearers of exclusively one "type" of armor, for example: all cloth, or all plate.[89]
    • There may be set bonuses that members of certain communities will obtain based on gear set type.[87][88]
    • Set bonuses will not provide new abilities, but certain higher-end weapons and armor will have active abilities, but the intention is that these abilities will not radically redefine the way an archetype is played.[90]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • Certain set bonuses may trade off core gear stats.[94]
  • There are passive abilities that can be chosen to become more adept with certain set types.[88]
  • There will be viable non-set builds.[94]

Gear appearance

Alpha-1 female plate armor 3D render.[95]

We want to be realistic with the application of particular types of armor, such as plate armor. In this regard for the different sexes there's a fine line that has to be drawn between accentuating the form of the sex as well as making it somewhat realistic and actually applicable to the environment.[95]Steven Sharif

  • Armor will not be overly sexual in appearance.[95][97]
    I'm more of the mind that it wouldn't really serve a purpose to have bikini plate armor, just in like reality, if you're going to have armor, it should be protective. I think from a fashion statement is enjoyable for some people, but it's a an immersive issue.[96]Steven Sharif
    • Some armor and costumes will be more revealing than others, but there will not be nudity in the game.[99]
    There might be sliders, but there are not gonna be naked sliders.[99]Steven Sharif
Each race is getting its custom geo pieces, which then will share thematic components such as color palette, attachments, design filigree. Those types of things will get shared across the geo but generally you're going to see unique races with unique geo.[103]Steven Sharif
  • Cosmetics can be used by all races but there may be slight variations to make them work with the body builds of each race.[108]
  • Hair will likely be masked if helmet display is toggled on.[112]

Attachments

Attachments are able to be unlocked as flair pieces to armor to create a customizable look.[114]

  • There will be hundreds of attachments available ranging from a small clasp to the front plate of a breast plate.[114]

Items on back and belt

Players can set the appearance priority for the items they wish to show in their Back and Belt slots.[63][70][115]

Progression

Progression occurs through a variety of pathways.[116][117]

Having the ability to gain power at a sacrifice... That's a way to reach a horizontal type of progression. It may not be entirely, because there could potentially be a meta if balancing isn't done correctly; but the objective there is to make sure we have both vertical and horizontal progression in the game.[120]Steven Sharif
Multiple playstyles should be relevant and viable. Additionally, you have a spread between casual players and hard-core players; and most of us exist somewhere on that spectrum. The progression path in a society or religion is more conducive to the time we have to play. Whereas, someone else may be playing several hours a day, and they have a better opportunity for the raid/level progression that might require some more dedication. So we want to have these different progression paths available to accommodate the different times in our lives that we have to play the game. And all of those types of progressions will make us relevant in some way shape or form to the general world.[123]Steven Sharif
The way that Ashes is constructed is there are multiple paths of progression from a from a PvX perspective, a wide net perspective that players have interest in; and you're not going to be able to become the master of everything. So you're going to have to pick and choose, but even picking and choosing that gives you a place within that aspect of the world at a place that's going to be something that you can build up a reputation around.[116]Steven Sharif
  • The ratio that various progression systems influence player power will evolve over time. In the early game adventuring level may be the dominant influence on player power. Gear may become more influential on player power closer toward endgame.[125]
Q: Could you explain in detail what you mean by 50% of player power when talking about gear influence on player power?
A: That's just a general allocation of what players can expect to pursue when enhancing their player character power. Now obviously, the distribution and ratio of those types of influences, whether it be itemization, whether it be level, whether it be, augments choices, and/or skill tree choices: those influences and ratios change through the leveling curve. So, at lower levels your character level is going to be more influential over character power than itemization will be, but at endgame or higher levels, or at the end of the adventuring level progression, that's when itemization really gets an emphasis for its ratio of player power.[125]Steven Sharif
The game hosts a wide array of progression paths, and some of those paths will grant additional paths to augmenting your threat generation. This can be in the form of enchantments and stats ... and even in the form of augments granted from societies and religions. Gear and skills choice are also a big component.[127]Steven Sharif

Character level

Alpha-1 early iteration of the level-up effect by Jim Sanders.[128]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[128]Steven Sharif

Leveling won't follow a traditional linear path, although classic mechanics for leveling exist.[119][129]

Leveling: the act of of going out and adventuring, of killing monsters, and combat in general is the most tactile and moment-to-moment type of gameplay that you're going to experience in Ashes of Creation; and I think at every step of the way in that adventure it should be fun, and it should be something that you enjoy doing, and it should be something that's rewarding, and it should be something that teaches you more about the immersive world that you're in and allows you to follow a compelling storyline.[130]Steven Sharif
  • Some levels may offer more rewards than others.[135]
I think you can emphasize some levels more than others and that's a great way to do progression. But I think ultimately that you should see a reward for your progress or effort spent.[135]Steven Sharif
As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[136]Steven Sharif
If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[138]Steven Sharif
  • A player could in theory level to max level at a single node, providing that node was at a high-enough stage, but it would not be the most effective means of leveling.[139]

The level cap at launch is expected to be level 50.[140][141]

Lower level characters will have usefulness in mass combat (such as Node sieges) that is not directly dependent on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[147]

The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.[142]Steven Sharif

End game

Ashes of Creation will not have a typical end-game where content is essentially static and repetitive. Instead, max-level characters will be able to engage with many different gameplay loops that open up based on how the world progresses over time.[148][149]

Endgame to me communicates static. It is static structure. Okay, you've entered this loop, now and this is your end-game loop that you will repeat over and over. Whereas instead, the approach for Ashes is you have now reached a point where all of these loops are relevant; and the loops are present to you depending on how the community engages the world. And it's up to you to identify the most promising loops because you have a finite amount of time and resources in which you can engage with them. And that's then where strategy becomes a part of the picture: How will I choose to engage with these loops to maximize my return, or to maximize the specific benefit I wish to bring in individual, group, myself, or guild.[148]Steven Sharif
Part of the whole experience with nodes is that there is no real end-game, in that the world is constantly shifting every day. Month one is going to be really different from month two; and that's for the level 50s and level 1s.[149]Jeffrey Bard

Class progression

Class progression in Ashes of Creation proceeds as follows:[150]

Artisan progression

Artisan progression.[161][162][163]
Artisan level Artisan certification Profession limit per character
1-10.[164][81] Novice.[161][165] 22.[161][162]
10-20.[166][81] Apprentice.[161] 5.[161][162]
20-30.[166] Journeyman.[161][163] 4.[161][162]
30-40.[166] Master.[161][163] 3.[161][162]
40-50.[166][167] Grandmaster.[161][163] 2.[161][168][162]

Artisan progression occurs based on experience (repetition of tasks) as well as achievements of certain benchmarks within each artisan branch (Gathering, Processing and Crafting).[170] Progression in each artisan profession is per-character.[171][172][173][174]

All 22 professions, the players get to be novice of; and then it starts narrowing from there. So, after that you'll only be able to be apprentice of five things. You can be a journeyman in four things. You can be a master in three things; and you can be a grandmaster in two things. So you'll need to narrow, but you can also diversify to support the professions that you want to first push further in.[162]Kory Rice
If you are grand master in that profession you can max out the entire tree. But you can only grand master 2 things.[182]Kory Rice
  • Choosing a specific path in the skill tree allows the player an opportunity to specialize in a certain area. This encourages player inter-dependency, enhancing the artisan experience.[184]
Q: In regards to character level and artisan level. We know that currently there are two separate things. That being said, what prevents a player from staying level one and partying up with a level 50 player to then gather level 50 resources in the high zones? That way, anyone who wants to take those resources will have to kill the gatherer who is level one and get a large amount of corruption for killing a level one as a level 50.
A: Gathering higher level resources requires significant advancement within a particular profession for that gatherable resource. So, if I'm a Miner and I want to access the highest possible mineral, I need to be a master miner; and in order to achieve the master minor status I am going to be gaining adventuring level experience through that process, because many of those quest lines, many of those achievements are facilitated through quest lines. Some of those quest lines interface with adventuring difficulties that are out in the wild at certain levels. So that's going to predicate me- that's going to be a predicate for me to achieve a certain level in order to complete some of these quest lines and achieve that master status. So you will you will likely not see the ability of a level one alt character having the access to high level mineral mining, or any other type of gatherable out there.[185]Steven Sharif

Religion progression

There are player progression paths within a religion.[187][188]

  • Players may follow only one religion at a time.[187][188]
  • Religious progression is based on quests that are only offered to followers of that religion.[187]
  • Religions have a ranking system based on a player's performance in these quests and the number of quests completed.[187][189]
  • Changing religion will cause loss of progress in a player's previous religion.[187][188]
It depends on their dedication to the religion itself; their performance when it comes to certain religion's religious objectives; their contribution to the development of that religion within the world. There's a lot of different markers that we use at each stage to determine how they progress within the religion.[190]Steven Sharif

Naval progression

Mariner classes (also referred to as boatsmanship classes, boatsman skills or seamanship) contain different skill trees arranged in a similar manner to Artisan classes. As a player gains experience in these different skills they become more adept at using them.[191][192]

The benefits of having Mariner expertise is not just related to activities you can do on the ships, but will also incorporate skills that become available when you're piloting ships as well. There's a few things that Mariner classes provide: interaction with attachments on the ship, driving the ship itself, utilizing the ship's components—like furling the sails or not—as well as repairing ships when damage is taken—the speed at which you can do it, the health you regenerate when you do it.[191]Steven Sharif

Guild progression

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

As you're leveling up the guild and you're getting these points to either allocate towards expanding the guilds member count or allocate towards adding certain passive abilities that your guild members can gain by being guild members. You're also going to see as you're leveling up the guild through different type of quest-based, participation-based, node-based, organization-based systems and ways that those quests hook into the world. You're also going to see perhaps some augment abilities at the upper tiers of the guild levels become unlocked for certain members that have a classification of officer or knight, will have access to those different types of augment abilities that might get unlocked should you go down the non expansive member lane; and the idea there is to offer these benefits to smaller groups.[194]Steven Sharif

Guild progression occurs through participation in different systems.[194]

Guild progression grants skill points that the guild can allocate to unlock aspects of their skill tree, such as passive skills, augments and membership count.[194][196][197]

  • Passive abilities increase certain stats relating to a guild member's ability to perform in combat or in other aspects of the guild, such as the economy.[194]
  • Augments may apply at the upper tiers of guild progression.[194]
    • This applies to guilds that have opted for the non-expansive member route.[194]
    • It benefits guild members with a classification of officer or knight.[194]
  • Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.[198]
  • Guild size can be traded off for guild progression.[194][199]
    • The higher the guild's member cap, the fewer available skill options will be available to that guild.[200]
    • Guild alliances may be a key part in creating a larger "guild".[199]
  • Guild halls can be unlocked at a certain stage of guild advancement.[196]
  • Guilds cannot respec their skill points once allocated. This is subject to testing.[201]
It's not always going to be combat. You could have an economic focus guild. You could have a trade oriented guild; and there's all sorts of things that you can put together and give your guild its own identity.[194]Jeffrey Bard

Social organization progression

Social organization progression is achieved through accomplishing tasks or quests within that social organization.[202]

  • Some progression is static, but more competitive achievements will be seasonal, based on a ladder system.[203]
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 are hierarchical paths pertaining to specific questlines for the organization's thematic.[202] These quests will either be cooperative with or adversarial against other nodes based on their mutual war status.[204]

- For example, a Thieves' guild may have objectives and quests toward securing a particular item to enable players to advance within the organization.[202]
Social organizations are going to have questlines that players participate in which some will include sabotage, espionage, intrigue... While it's not necessarily player versus player in the combat sense, it is player versus player in pitting communities in those organizations against each other in a competitive atmosphere, where only some things can be accomplished by certain communities; and not everybody can succeed at a particular task. So, I think that that's a unique way to involve meaningful conflict that doesn't necessarily have to relate to PvP, because obviously we have a lot of PvP systems in the game and and there are many ways for players to participate in player versus player combat; but we also want to make sure that from a progression standpoint, from a system standpoint there are going to be abilities of individuals to follow these questlines, these tasks that will pit organizations against each other, specifically from an organizational standpoint.[205]Steven Sharif

Alts

Character limits

There will be character limits during the Alpha and Beta testing phases. These are probably going to be more relaxed than for live launch.[52]

  • Allow testing of different builds as needed.[52]
  • Provide equipment needed to test various scenarios.[52]

There will be a "comfortable" number of character slots on launch.[53]

Character rewards

Characters will receive rewards on their in-game birthday.[213]

Daily login rewards are something we really have to think about in terms of what we want to offer... We want the game itself to offer enough reward to log in daily rather than trying to make it an explicit like gamified reward.[213]Jeffrey Bard

Achievements/titles

Achievements record things of note that happen in Ashes of Creation.[215]

The achievement System should record things of note so that people are able to etch their name, or their guild, in the history of the server; and mayorship would be one of those things.[215]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.
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.[220]Steven Sharif

Trophy park

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

Trophy park is an area within Town, City or Metropolis nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.[221]

  • Server announcements and achievements are designed to encourage groups to experience new content.[221]

Metrics

Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server.[222]

Visibility of those types of things on the server help to promote a competitive atmosphere. If there is an attainable impression that you can work towards, so that others know your success, you have more drive to succeed.[222]Steven Sharif

Mobile/web application

Template:Mobile/web interface

Banking

Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[224]

Player to player trading

There is player-to-player trading in Ashes of Creation.[227][228][229][230]

Q: Will Ashes of Creation have player-to-player trading? Will there be anything stopping me from gifting a friend that's fresh to the game a bunch of in-game money to help them get on their feet quickly?
A: There won't be anything to stop you from doing that.[229]Steven Sharif
The nature of player to player trading already introduces that in an open economy game... that is why we have measures to attempt and heat flag suspicious transactions, active gms and other honeypot systems/agents that will be active in discovering those types of cheaters.[228]Steven Sharif

Account management

Ashes of Creation web site design preview (WIP).[238]

The account management page is used to assign or reassign cosmetics to characters within an account.[210][239][211][212]

  • Cosmetics can be reassigned to other characters (alts), but can only be active on one character at a time.[210][211][212]
  • There will likely be a cooldown for reassigning cosmetics between characters.[210]

Artwork

See also

References

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