Instancing
Dungeons and Raids
Ashes of Creation will be a seamless open-world experience.[3]
There will be an approximately 80/20 split between open world vs instanced encounters.[4][5][2][6][7]
- 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.[4][8][5]
- In situations where we want to contain a particular type of raid, we will utilize instancing; and that can protect certain engagements with certain bosses. But that's really more on the 20% of the scenarios will have instancing protection like that. Around 80% of the content is open-world, where competition is- healthy competition is an instigator for soft player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. So that's an intended part of the PvX design of Ashes. It's a core philosophical point. And just to be clear, that is not for everyone. We are not trying to make a product that appeals to every MMO gamer. That's impossible; and so we've been very upfront and forthright with what we are trying to accomplish and what our core pillars of philosophical design are.[5] – Steven Sharif
- Castle and node sieges may contain instanced locations where specific groups can participate in certain objective-based waypoints.[9]
- Dungeons and raids will maintain an open world feel while also capitalizing on the benefits of instanced mechanics.[10] Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal.[5][11] Outside of these and arenas there will not be too much instancing anywhere else.[3]
- There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[12] – Steven Sharif
- We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[3] – Jeffrey Bard
The PvP flagging and corruption system is in place to safeguard against griefing without limiting opportunities for open conflict.[14][5][15]
- Healthy competition is seen as 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.[14][5]
- This friction presents an opportunity to engage in the political aspects of the game, which is the lifeblood of what keeps players interested and invested in the game.[14][5][12]
- Q: When you reach the bosses in [open world] dungeons can you be jumped?
- A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[12] – Steven Sharif
- Q: In an open world dungeon, what prevents others from just waiting until you're at the boss and then killing you and taking your boss's loot? What prevents mega guilds from just owning an area and preventing you from accessing or enjoying it?
- A: In a majority of cases, we do not want to prevent another group from engaging potentially in PvP. We disincentivize it by creating safeguards within the flagging system that make that decision very concerning for the people that might go corrupt; and if you're in the large enough group of numbers I doubt you're going to experience that unless there's some rivalry between guilds. In which case there's apparatuses like Guild Wars that are more opt-in. You can drop guild tag if you want. But anyways, the competitive nature of this environment is a PvX element.[5] – Steven Sharif
PvP Arenas
Arenas are instanced PvP scenarios and are not part of open world PvP.[17][18]
The arena system as we've spoken about before is going to have ladder systems where people can progress within certain seasons based on their win/loss ratios. The importance of arenas are obviously that players have an opportunity to participate [and] practice out certain builds from a PvP perspective and can compete with one another within the system.[17] – Steven Sharif
- Arenas will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[19]
- Arenas will have a minimum level requirement to participate.[21]
- There won't be bifurcated brackets with separate player pools.[21]
- There might be some form of an ELO system that gets flushed on a seasonal basis.[21]
- There will be an arena ladder system.[17][19]
- Mayors of military nodes are chosen from citizens through last man standing (gladiatorial arena style) combat.[24][23]
- The arena system may support cross-server combat.[25]
- Arena style combat is instanced but spectators may be possible through an interface.[26]
Castle sieges
Guilds participate in Castle sieges in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[29]
- The minimum goal is for 250x250 players to be on a single battlefield. It is hoped that this can be increased to 500x500 over time.[33][34][35][36]
- There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[37]
- There may be instanced locations within otherwise open-world castle and node sieges, where specific groups can participate in small, short duration objective-based battles that will affect the overall outcome of the siege.[9]
- I love castle-based gameplay. I love trophies. I like rewarding risk a lot; and for me it's very difficult to imagine a MMO that I would want to play where there is not competition of strategic prowess that determines the outcome of these types of events and there is not a meaningful reward both mechanically and from just a bragging rights perspective that players can aim for and try to achieve. I think that it brings a lot to the game when it comes to motivations, to excel, to level, to gain power, to engage those different progression loops when there is an ultimate goal or trophy that is not static and doesn't exist forever once you achieve it, but that you must constantly perform in order to maintain; and that's really the purpose of these castles.[41] – Steven Sharif
A guild that captures a castle will own that castle for a month before it is sieged again.[42][43]
- Each week leading up to the siege week... is a week that's dedicated to one of the three castle dedicated nodes. So around the castle there are three nodes. They represent week, one, two, and three; and then the fourth week is the siege against the castle. Those can only be elevated up to stage three. We've discussed this in the past and there's definitely information out there on the community ran wiki.[42] – Steven Sharif
- In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to Village stage through questing.[42][43]
- The fourth week is declaration week, where other guilds have the opportunity to lay down their declaration flag or to sign up as a defender of the castle.[42][43]
- Depending on how well the guild defends their castle nodes results in better defenses for the castle.[43][44]
- Different siege weaponry will grant the attackers the ability to destroy walls, doors and sections of the castle in order to gain access to the inner keep area.[45]
- When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[46]
- There will be benefits to attracting people... even if they're not in your guild or alliance – a feudal like system, where you can attract other players who are just independent of this whole politic. They will have things to do there - benefits to receive - and there will be a reciprocal relationship between who you can attract, what they do for you; and how that benefits you and them.[43] – Steven Sharif
Instanced apartments
Apartments provide instanced player housing functionality on a rental basis.[47][48]
- Village (stage 3) apartment buildings offer 50 rental apartments. Additional apartments can be added at Town (stage 4) if the mayor chooses to construct them and if there is an available plot for the expansion. This includes different types of apartments, such as penthouses.[49][50][47][51][48]
- The number and sizes of available apartments increases as a normal part of node advancement.[47][52]
- It is estimated that the number of apartments available in a Metropolis (stage 6) node will be in the hundreds, if that node specs into all apartment expansion upgrades. This number is subject to change based on testing.[47]
- Prices for apartments will fluctuate depending on the number of units already sold in the node.[48]
- Different price points offer different apartment sizes and types, such as penthouses.[50][48]
- It was previously stated that apartments would be available at Town (stage 4) or above.[48]
- The mayor may additionally construct apartment buildings when the node hits stage 4 at one of the building plots in the node, along with cities gaining additional static housing and apartments by default as a normal part of the leveling process.[52] – Steven Sharif
Server instancing
There won't be server channels (sharding) on a server.[53][54]
See also
References
- ↑ Livestream, April 30, 2020 (1:05:34).
- ↑ 2.0 2.1 Interview, July 19, 2020 (11:04).
- ↑ 3.0 3.1 3.2 3.3 Livestream, May 22, 2017 (20:59).
- ↑ 4.0 4.1 Interview, September 10, 2023 (58:47).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 Livestream, March 31, 2023 (1:00:16).
- ↑
- ↑ Livestream, March 28, 2020 (1:48:36).
- ↑ Livestream, May 31, 2023 (45:47).
- ↑ 9.0 9.1 Livestream, January 28, 2022 (17:50).
- ↑
- ↑ Podcast, September 29, 2021 (34:11).
- ↑ 12.0 12.1 12.2 Podcast, September 29, 2021 (35:17).
- ↑ 13.0 13.1
- ↑ 14.0 14.1 14.2 Livestream, April 28, 2023 (2:06).
- ↑ Livestream, May 19, 2017 (24:17).
- ↑ Video, July 16, 2017 (0:01).
- ↑ 17.0 17.1 17.2 Livestream, September 24, 2021 (1:22:46).
- ↑ Livestream, May 5, 2017 (16:53).
- ↑ 19.0 19.1
- ↑ Livestream, May 26, 2017 (48:12).
- ↑ 21.0 21.1 21.2 Livestream, October 28, 2022 (1:38:33).
- ↑
- ↑ 23.0 23.1 23.2 Podcast, May 11, 2018 (52:20).
- ↑
- ↑ Livestream, May 26, 2017 (29:13).
- ↑ Interview, March 27, 2020 (11:04).
- ↑ Video, May 28, 2021 (25:44).
- ↑ About Ashes of Creation.
- ↑ 29.0 29.1
- ↑ Livestream, July 29, 2022 (1:12:14).
- ↑ Interview, July 29, 2020 (31:05).
- ↑ Interview, July 18, 2020 (13:13).
- ↑ Livestream, September 24, 2021 (52:48).
- ↑ Interview, July 8, 2021 (57:19).
- ↑ Interview, July 19, 2020 (44:28).
- ↑
- ↑ Twitch Bustin - Practice Sieges?
- ↑ 38.0 38.1 Podcast, April 11, 2021 (49:40).
- ↑ Livestream, April 30, 2021 (41:18).
- ↑ Blog: Creative Director's Letter, April 14 2021
- ↑ Interview, September 10, 2023 (25:14).
- ↑ 42.0 42.1 42.2 42.3 Livestream, August 28, 2020 (1:43:03).
- ↑ 43.0 43.1 43.2 43.3 43.4 43.5 Podcast, April 23, 2018 (21:55).
- ↑ 44.0 44.1 Livestream, August 23, 2017 (23:00).
- ↑ Podcast, April 23, 2018 (15:14).
- ↑
- ↑ 47.0 47.1 47.2 47.3 Interview, July 9, 2023 (1:50:50).
- ↑ 48.0 48.1 48.2 48.3 48.4 Node series part II – the Metropolis.
- ↑ Blog: Development Update with Village Node.
- ↑ 50.0 50.1 Livestream, August 31, 2023 (15:51).
- ↑
- ↑ 52.0 52.1 Steven Sharif - Clarification points from today’s stream.
- ↑ Livestream, May 8, 2017 (36:26).
- ↑ Livestream, July 28, 2017 (35:42).