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Difference between revisions of "Talk:2020-07-19 Steven Sharif Interview - Asmongold"

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No it really did it was it was kind of sad wasn't it. Are you backing a kickstarter? yeah I'll back to Kickstarter. I will I absolutely will. I think that it's a good option and, you know, I always talk about supporting things and, you know, that kind of stuff and I think that's the best idea is to lead by example.
 
No it really did it was it was kind of sad wasn't it. Are you backing a kickstarter? yeah I'll back to Kickstarter. I will I absolutely will. I think that it's a good option and, you know, I always talk about supporting things and, you know, that kind of stuff and I think that's the best idea is to lead by example.
 
{{Raw transcript}}
 
 
what do you think dude if this game
 
comes out yeah with everything that's
 
been promised
 
and it's polished
 
wow it's done all right here we go boys
 
yeah okay man how's my how's my sound
 
quality by the way i'm on my phone
 
driving to vegas and i'm like in the
 
middle of the desert surprisingly better
 
than most streamers who make it a career
 
to have their song quality be pretty
 
good
 
okay perfect um well i wanted to say
 
thank you very much for coming on and
 
talking to us about this uh
 
i mean i think we all really appreciate
 
it i mean like you
 
i i heard a little bit of your story
 
about how you were kind of an mmo player
 
who's been
 
uh you know as many of us a little bit
 
maybe felt a little bit neglected and
 
you thought about going your own way
 
and so this is uh
 
this is something you've been working on
 
how long have you been working on the
 
project for
 
so yeah actually you know i started my
 
first
 
mmorpg as a as a kid at seven years old
 
when
 
it was like 1992 six dollars by the hour
 
to play on aol
 
it was never winter the first never
 
winter oh boy
 
yeah since then you know i played pretty
 
much every mmo out of the box
 
and you know the story for intrepid and
 
ashes of creation
 
really stemmed from my last mmo that i
 
was playing pretty heavily which was
 
archeage about
 
six seven years ago about six years ago
 
and uh i really loved that game like i
 
felt it had a lot of
 
great potential and i just got
 
really fed up and upset with you know
 
some of the
 
design decisions and and let me know if
 
i'm cutting out by the way
 
but it'll probably be off and on it'll
 
be all right yeah
 
some of the design decisions really just
 
kind of took me off and
 
um you know i had a very large guild in
 
that game and
 
i've had a large guild since i was one
 
of my favorite mmos i played back in
 
like 2003
 
for many years was lineage 2. a lot of
 
inspiration i have for ashes comes from
 
like lineage 2
 
arcade a lot of people brought that up
 
actually yeah i thought lineage 2 was a
 
great game i really
 
like non-faction based games that you
 
know leave kind of the
 
the you know player agency to determine
 
your friends and foes to the player
 
um so so essentially you know i was in
 
san diego
 
and san diego is a great hotbed for
 
developers you know we have a lot of
 
studios around us we had sony online
 
entertainment which became daybreak we
 
had
 
you know blizzard in irvine we had a you
 
know amazon game studio and stuff
 
so um you know i'm a pretty big tabletop
 
gamer as well i love playing like
 
warhammer fantasy and where i'm at 40k
 
and a lot of the guys from sony would
 
play at my game shop
 
and you know i was i was retired at like
 
29 and when i was fed up with archeage
 
and i said to these guys i was like hey
 
what do you think about making an mmorpg
 
like i'll fund it let's try to hire a
 
bunch of people and see what we can do
 
so you know we started like 2015 2016
 
kind of white papering out
 
all of the designs that i had for ashes
 
you know all the different systems
 
that exist and uh about 2017
 
we went to kickstarter not really as a
 
means for funding you know i'm
 
personally funding the entire project
 
but
 
actually to you know add some additional
 
features but also
 
mainly to get a a litmus test on what
 
the community thinks about many of our
 
designs
 
to see if there's a demand exactly yeah
 
essentially to test these
 
this design theory because as you know
 
and a lot of mmo players know
 
you know there's been this kind of a
 
paradigm shift towards
 
a mentality of everybody's a winner and
 
there's no longer a risk versus reward
 
type of design philosophy
 
and yes we've heard of that and that's i
 
can't stand that i mean
 
it it makes me it really undermines what
 
the genre was meant to be and
 
that doesn't go to say that there
 
shouldn't be systems that are made for
 
casual players and systems that are made
 
for for hardware players you should have
 
a diversity of progression paths
 
but um you know i really got upset with
 
that so we wanted to make sure that
 
these ideas
 
resonated with the mmorpg genre and
 
that's um you know what we did with
 
kickstarter was very successful
 
and that's when we started to really
 
ramp up in the number of developers and
 
and the size of the studio and
 
really started making significant
 
progress in production so we've been in
 
production now for about three years
 
ever since kickstarter um and you know
 
we have over 60 over 65
 
developers that are here in san diego
 
with some that are you know outside
 
elsewhere in in the world and then we're
 
ramping up right now we just launched
 
another hiring phase
 
with uh 24 positions available at the
 
studio that we're promoting
 
so whenever you're talking about the
 
kickstarter and the kind of feedback
 
that you guys have gotten
 
is there any specific feature in the
 
game that was actually kind of
 
thought of by people in the kickstarter
 
or are these just kind of all
 
ideas that you've come up with and just
 
different people have enabled them to
 
happen
 
yeah there really really wasn't ideas
 
that we took so to speak from a system
 
or mechanics standpoint from kickstarter
 
all of these designs are
 
you know essentially designs that i
 
created
 
as as kind of inspiration from the many
 
mmorpgs that i played in the past each
 
of which you know contains some
 
you know reference to maybe a system
 
that is in ashes that i thought did well
 
and i just thought why not combine all
 
of these systems together
 
into a game that represents a wide array
 
of player ability to kind of focus in
 
the direction and progress in a
 
direction that they want
 
like blizzard on crack dude yeah exactly
 
i mean that that's something that we're
 
obviously
 
we still you know providing a truly pbx
 
kind of experience yeah i mean that's
 
one thing that i i was really kind of
 
excited to see
 
and this is something that i really
 
liked about classic wow for example
 
is that you had people who basically
 
their endgame was doing professions
 
and with bdo you had kind of the same
 
thing where you had players that were
 
pvpers and pvers
 
and then you also had people that were
 
working inside
 
of the community of the game kind of
 
like kind of carving out their own
 
gameplay experience and i feel like
 
professions are playing
 
a very big role in ashes of creation am
 
i kind of right about that i've seen a
 
lot of stuff about it
 
yeah so the profession system is is
 
intrinsically tied to what is called our
 
artisanship system so the artisanship
 
system really contains three branches of
 
focus
 
okay gathering processing and crafting
 
essentially the gathering is focused
 
really around the the blacksmithing
 
profession your ability to craft tools
 
that
 
essentially uh better your ability to
 
collect raw resources in the world to
 
harvest them
 
um they grant you access to higher grade
 
resources they increase the chances of
 
procking uh
 
rare materials are out of uh excuse me
 
rare resources out of uh the harvesting
 
nodes and then the processing is based
 
kind of around your freehold system with
 
essentially
 
establishing uh the infrastructure for
 
processing those things on your freehold
 
parcel uh and that's like building
 
blueprints of smelters or of stables for
 
the animal husbandry profession that
 
kind of thing it's kind of like
 
middle professions right exactly and
 
once you process those raw gatherables
 
into uh craftable materials that's when
 
the crafters come online and their main
 
focus is to acquire recipes
 
there are limited uses to recipes the
 
more rare the recipe is
 
and there are and that's tied
 
intrinsically into node progression so
 
as nodes get higher stages it unlocks
 
crafting stations that can be
 
constructed so that the crafters who get
 
their
 
processed goods from the processors who
 
get their raw materials from the
 
gatherers
 
are able to complete a finished product
 
so there's like a
 
it's an assembly line effectively right
 
exactly
 
the key to making a successful crafting
 
system
 
is is including interdependencies that
 
exist within the system that people are
 
required to
 
excel and progress in in order to
 
facilitate that assembly line
 
yeah i totally agree with that i think
 
that's one of the best things about the
 
game it's one of the uh the things that
 
i've kind of
 
disliked about wow is the fact that
 
people can kind of do everything
 
all by themselves but how many
 
professions can you have
 
you can only be an artisan in one
 
profession at a time is that right
 
so as you progress in one of the three
 
branches of the artisanship system with
 
your um
 
with your gathering processing or
 
crafting abilities it unlocks access to
 
cert
 
certain professions that then you have a
 
secondary progression path and based off
 
of your performance
 
in in creating that profession's uh
 
specialty
 
so think of it like a tree the higher
 
you go up the tree the taller the
 
branches that you have access to those
 
branches are essentially the professions
 
okay that makes sense and so i did see
 
one element of it that i was a little
 
bit uh i'm actually curious about how
 
you're gonna be able to balance this
 
and that the profession gear is going to
 
be equivalent to the
 
rating gear right so
 
essentially the crafted gear is going to
 
be on par
 
with what legendary drops will be and
 
the way you kind of accomplish that is
 
you know the drop tables that exist for
 
world bosses or dungeon bosses
 
they have a uh uh uh rng chance of
 
dropping
 
completed i yes you know complete
 
totally finished items however
 
they have a higher chance of dropping
 
material components
 
that are necessary and uh unique recipes
 
that are necessary in crafting those uh
 
those on par gear
 
so yeah so the idea is as you're
 
completing this content
 
you're not only fueling the opportunity
 
through the drop table system to acquire
 
completed boss gear
 
but you're also adding additional
 
materials that go into
 
uh supplying the master artisans with
 
the ability to craft this gear as well
 
did you ever play uh classic wow
 
yeah i played classic wow i really
 
honestly
 
i really honestly didn't get into wow
 
too much and the reason why is because
 
wow launched around the same time as
 
uh lineage two and you know i really
 
just wasn't a huge fan of the
 
faction-based
 
system you know often times i found
 
myself
 
disliking my own faction more than i
 
disliked the enemy faction i was told to
 
fight yeah i can do it
 
i kind of you know felt in lineage there
 
was an opportunity there to more have
 
more guild driven politics more player
 
driven interactions and i kind of got
 
hooked on lineage in that regard so i
 
didn't play well a lot
 
no i can i can understand that i think
 
that the same dynamic happened in black
 
desert and i can totally understand it
 
it was really fun in there too
 
so like for example with the profession
 
gear let's say you kill a dragon and the
 
dragon can drop a dragon tooth but you
 
can also get dragon scales from the
 
dragon and you use the dragon scales to
 
cra
 
craft like a shield or something
 
absolutely correct so
 
there's going to be multiple material
 
components that are capable of being
 
dropped from each robot center dungeon
 
boss
 
and those components will relate to a
 
specific type of craftable gear
 
okay and that's where the high level
 
craftable gear comes from and these
 
high-level
 
uh bosses and these like world bosses
 
and everything
 
these are all in instant content uh the
 
highest level so not
 
not all of them um there are some that
 
are more story related that get
 
instanced but 80 of the content that
 
will exist in ashes of creation is open
 
world and there's a specific reason for
 
that
 
so because of the way that friendships
 
and or and or enemies are forged in the
 
game
 
and people have the opportunity to
 
create or you know their own friends or
 
foes
 
we want that to play out from a
 
contesting standpoint as well so a lot
 
of these hunting grounds
 
or raid bosses that people are going to
 
have opportunities to kill
 
uh they're going to be essentially
 
contested potentially
 
by your your enemies that you've created
 
in the game or you can work together to
 
create alliances in order to defend
 
those those contested zones
 
oh yeah we have that now in classic wow
 
it's very uh very dramatic
 
driven but it's also very social it is
 
extremely social and that's a big
 
positive
 
absolutely i mean the social component
 
of what mmorpgs as a genre are supposed
 
to be have kind of been lost over the
 
years in my opinion
 
over the past decade as many of the
 
designs are more related to to
 
essentially creating these safe spaces
 
for players
 
which don't create a lot of soft
 
friction and and
 
i don't like the idea of that i think
 
soft friction is an important component
 
of making people emotionally invested
 
in the outcome of events in games that's
 
an important part of why we play games
 
and some of the best experiences that
 
i've had as an mmorpg gamer
 
have been not related around the curated
 
content by the designers
 
but instead by the unpredictable player
 
driven
 
encounters that you know nobody could
 
have predicted like i remember in
 
archeage
 
you know i had a great time my guild was
 
fighting almost the entire server
 
and we had literally and i'm not i'm not
 
exaggerating here we had a 24
 
straight hour fight where i went to bed
 
in the middle of the fight for like
 
three hours and i and i got back up and
 
got back into the command chair
 
and it was all over the crack and raid
 
boss that the server was trying to
 
prevent us from doing
 
and that i mean those types of events
 
live with you i mean yes they're
 
they're gated around the content but
 
they're player driven events
 
so i guess probably that that experience
 
is what caused you to have the sieges be
 
it
 
dedicated times during the day yeah so i
 
think it's important that you know for
 
players
 
we i mean we work hard so that we can
 
have the free time to come and enjoy
 
you know what we like with mmorpgs and
 
it kind of sucks if
 
you know somebody can sneak in at castle
 
siege at 2 a.m in the morning and
 
you know you're not up and your friends
 
are up and that's a really shitty
 
experience so
 
you know kind of the way we're going to
 
structure the uh
 
the server shards is essentially when
 
you come into the game you're going to
 
have a time zone that's appropriate
 
next to your server that you choose and
 
that's going to reflect essentially the
 
windows
 
in which some of these key systems can
 
operate so like say for example you want
 
to declare a siege against a node
 
you'll complete that quest to get the
 
speed scroll when you get that seed
 
scroll
 
the applicable time that you can declare
 
the siege will be between you know
 
3 p.m and 7 p.m eastern time if you're
 
an eastern surfer right yeah
 
okay well that makes a lot of sense i
 
think that's probably the smartest and
 
best way to do it for the
 
same reasons that you mentioned too uh
 
so whenever you're talking about like
 
this pve content
 
like what's kind of the difficulty level
 
of that content and
 
how will it is like is the game meant to
 
be like with world of warcraft nowadays
 
there's a
 
heavy emphasis on like content that's
 
very challenging and very hard
 
is that something that you're really
 
looking to emulate in ashes of creation
 
or is it just gonna be mainly a social
 
experience with difficulty that's kind
 
of created primarily through the
 
friction of other players
 
well i think so a hundred percent
 
our our objective on the pve front
 
is to create encounters that that have
 
varying degrees of difficulty that are
 
determined by your performance as a raid
 
or group
 
so essentially um as you're progressing
 
through let's say a raid environment a
 
dungeon
 
and you're beating the first and second
 
and third boss before you get to the
 
final boss
 
your performance at those stages will
 
dictate the ai's
 
performance against you at each
 
subsequent phase that's kind of the idea
 
behind the varying difficulties now
 
based on your performance and the
 
varying degrees of difficulty will also
 
influence the drop tables that are used
 
when you complete that content as well
 
so the better you do the better
 
opportunity you'll have from a gear and
 
drop standpoint
 
um also now okay that's super that's
 
super important because
 
one of the primary driving forces that
 
i've experienced as a gamer in mmorpgs
 
is that gear chase
 
and the reason people have a gear chase
 
comes down to performance essentially
 
right
 
yes and that performance can either be
 
dictated by your pvp experiences whether
 
that be castle sieges or group pv
 
whatever
 
or it's dictated by the ability and
 
drive for you to complete content
 
at a degree in which you have to to get
 
the benefits that you want
 
right so we want to make sure that
 
there's that there is difficulty that's
 
reflective of the desire to get best in
 
slot items and that's a very important
 
component
 
so like for example let's say you do the
 
first boss and if you kill the first
 
boss within 30 seconds then the second
 
boss
 
gains more health and it drops better
 
gear and if you feel the second boss
 
within 30 seconds
 
then the third boss is even stronger is
 
that kind of
 
so okay that's that's sort of that's a
 
very simplistic way to look at it i
 
would say
 
that is that is accurate to a principal
 
standpoint but really what happens is
 
our bosses have specific ai behavior
 
trees and blackboards that they use
 
in order to determine the types of
 
skills that they're going to show during
 
an encounter
 
the type of thresholds on their health
 
pool that instigate
 
either rage mechanics or different types
 
of environmental hazards
 
and strategies that become online all of
 
those things are kind of predicated
 
in an overarching ai manager for an
 
encounter like let's say that that
 
dungeon where you described hey i killed
 
the first boss in x amount of time
 
now the second boss is ai behavior tree
 
number three
 
on the scale or number five you know it
 
kind of increases
 
so it's dynamic difficulty in that way
 
exactly
 
okay and does this does it also scale
 
with the amount of players so like for
 
example if you go in there with i think
 
the uh the numbers were
 
8 16 and 40. are you encountering the
 
same bosses at eight players as you are
 
with 40
 
or are there certain con certain bits of
 
content in the world
 
that are exclusive basically for large
 
groups like 40 and above
 
so we're not going to be incorporating
 
scaling into
 
the encounters and the ai essentially
 
you're going to have designated
 
encounters that are intended for 40 man
 
groups you're going to have designated
 
content for party groups elite monsters
 
and then you're gonna have designated
 
solo encounters right
 
um the idea there you know i'm not a
 
huge fan of scaling i think that kind of
 
diminishes
 
i think it diminishes your achievements
 
and
 
if you're always fighting the same
 
difficulty level it's a monotonous
 
experience and it kind of sucks so
 
um you know that's that's why we have
 
statically designated types of
 
of content and so that actually leads me
 
to another question i have with leveling
 
so whenever you're leveling out in the
 
world uh the
 
time frame that they gave and uh that
 
lazy peon gave was
 
45 days uh playing six
 
to uh four to six hours a day is that
 
accurate or where would you kind of
 
expect it to lie
 
yeah i'm always hesitant to you know
 
yeah to have answered that in the past
 
because i don't want to give people the
 
wrong
 
impression but i would say this safely a
 
lot of games
 
are are built around
 
very fast uh uh progression
 
and you know our our philosophy is there
 
are many different progression paths
 
not everything is tied to your
 
adventuring class and leveling your
 
adventuring class there's
 
advancement within societies of nodes
 
there's the advancement of the nodes
 
itself there's the advancement of your
 
artisanship classes and gatherables
 
there's advancement
 
within the religion system there's
 
advancement that is in exploration
 
there's a lot of different things that
 
players can do to progress
 
so it kind of uh you know to kind of tie
 
it all back to
 
just the adventuring class and being
 
able to get max level in a week that's
 
not going to be ashes of creation ashes
 
of creation
 
on the adventuring class side will
 
require some substantive dedication in
 
order to
 
to level up you know we want to get back
 
to that more nostalgic kind of design
 
philosophy where
 
your your investment in your character
 
is meaningful and not everybody is going
 
to get a participation reward
 
well that's certainly a a relief and
 
whenever you're leveling up
 
so you're going from like there are
 
zones that are for instance level 20
 
zones that
 
if you go to level 30 those mobs are
 
still level 20 and if you go there at
 
level 10 the mobs are still also level
 
20.
 
so actually there's a unique component
 
you know the biggest thing that sets
 
ash's creation apart from pretty much
 
every mmo that's come before it
 
is that as nodes you know nodes are the
 
primary world building mechanic in the
 
game you go throughout the world
 
you do your normal mmo things you kill
 
monsters you do quest lines
 
you gather goods whatever as you're
 
doing that you're collecting that
 
experience and you're in a node
 
somewhere collecting that experience as
 
well and as the node advances in stages
 
at each stage it's actually changing the
 
spawn tables around
 
it so you have dedicated points of
 
interest that exist around each of the
 
node locations
 
and as the node advances it advances the
 
level of the mobs in certain locations
 
so that those areas remain
 
relevant one of the biggest problems
 
that mmo's you know have that i've
 
experienced in the past and the reason
 
one of partially one of the reasons why
 
i wanted this system in place
 
is because you always have these
 
starting areas that were empty
 
worthless and had no relevance after an
 
initial launch right or
 
a new expansion loss and that's kind of
 
one of the intrinsic problems with mmos
 
it appears to be like
 
from a new player acquisition point mmos
 
don't typically fare well from a
 
retention standpoint they tend to fare
 
better than most
 
um so how can we kind of solve that
 
problem one of the ideas i had was with
 
the node progressing and unlocking
 
new content that maintains relevancy of
 
those zones
 
so that new players come back and the
 
reason why it's important excuse me
 
players level players come back and the
 
reason why that's important
 
is because one of the problems of a new
 
player joining an existing mmo
 
is there's no social experience because
 
of those everybody's always backstage
 
nobody's there to
 
exactly so one of the ways we kind of
 
solve that is
 
if the primary source of new content is
 
the node system
 
then you're always going to have these
 
nodes that exist
 
near the starting areas for players to
 
kind of uh
 
get introduced into society's religions
 
and guilds and whatnot
 
and still have the relevant monsters and
 
quest lines for them to progress
 
but there's going to be uh uh you know
 
higher level end game characters that
 
are present at the node as well for them
 
to get inducted into
 
you know guilds or whatever so like for
 
example i i don't know like how close
 
this is but
 
i'll give you like a scenario and just
 
let me know if this is you know if i'm
 
hot or cold here
 
so like imagine there's like a mountain
 
and then if you're mining in the
 
mountain
 
eventually you start finding you know
 
small uh
 
little like fire salamanders and then
 
you you know
 
advance your note a little bit farther
 
and now you're seeing you know
 
medium-sized drakes
 
and then you announce advance your note
 
even further and then there's an actual
 
dragon inside of the node
 
is that pretty much how it works not
 
only that but it's a little bit better
 
as well because um
 
the way we spawn nodes in real time as
 
we
 
as those assets come online
 
sorry about that i was getting a call as
 
as the notes come online
 
um points of interest start to manifest
 
as well so you might be mining at that
 
node fighting a little
 
fire salamander and that fire salamander
 
might stay there when the node
 
progresses
 
but next to the mine you were mining a
 
dungeon has now appeared
 
basically the entrance has opened up
 
because some archaeologists are
 
attracted to the stage three node
 
right and now that dungeon has relevant
 
content for higher level people
 
so you as and the content that you're
 
experiencing with the little fire
 
salamander might remain
 
but as the as the spawn tables progress
 
and points of interest start to come
 
online for content
 
now new players are going to come and be
 
attracted to that to that stuff
 
yes yeah that sounds really good and
 
there's one thing that you said too that
 
did kind of spark my interest
 
uh there are religions in this game is
 
that right
 
that's correct there are six primary
 
religions as well as an
 
under as an underwhelmed religion uh
 
that players can progress in
 
and religions societies like the
 
scholars academy thieves guild
 
they all have progression in rank and
 
title so as players
 
uh uh essentially players have to choose
 
which religion they're going to
 
be a part of they have to choose which
 
society they're going to be a part of
 
they choose which guild they're going to
 
be part of
 
as you choose those things there is
 
progression within
 
the those societies that are quest-based
 
as well as objective-based so
 
essentially like
 
you know the thieves guild may want a
 
specific book from the scholars academy
 
and your node
 
is a patron node of the thieves guild so
 
that's the only society it has available
 
to it
 
you're a member of that thieves guild
 
you receive an objective that many
 
players
 
receive as well to steal the book from a
 
nearby node from their scholar academy
 
building
 
scholar academy buildings are going to
 
be flagged to kind of encounter and see
 
you
 
and they can try to stop you but if
 
you're successful you get experience
 
and you also get a notoriety within the
 
organization
 
that grants you access to special shops
 
titles and abilities that come online
 
during either node sieges or different
 
types of events
 
so are these different religions i mean
 
i'm sure there's a real life parallel to
 
this as well but are these
 
different religions and uh and guilds
 
not necessarily guilds but like
 
different organizations like the thieves
 
guild and everything like that
 
are these going to be put at odds with
 
each other through mechanics in the game
 
like via pvp
 
or is it just kind of something that
 
plays out narratively
 
so the guilds will have the opportunity
 
to be at odds with one another through
 
the guild wars system
 
but they'll also have the ability to be
 
friends with each other through the
 
alliance system
 
the societies which are more npc driven
 
those will have those will be predicated
 
on the relationship your node has with
 
surrounding nodes so
 
part of the mayoral duties is to
 
maintain diplomatic relations with
 
nearby nodes
 
and that flags the citizens you can only
 
ever be a citizen of one node and that
 
flags the citizens
 
uh as either being at odds with the
 
citizens of a nearby node
 
depending on that diplomacy or allies of
 
the nearby node citizenship so you could
 
either be flagged for battle for a
 
period of time
 
if there's a war or you can participate
 
with one another in certain events so
 
the way that relates to those societies
 
is based on that diplomatic relation
 
that's set by the mayor
 
you can have either cooperative quest
 
lines that introduce
 
players of other organizations or you'll
 
have adversarial quest lines such as the
 
stealing of the book that i described
 
before
 
okay that makes a lot of sense and so
 
basically all of the
 
um all of the kind of forced hostility
 
like where you see another player and
 
they're hostile toward you to you and
 
you can attack them
 
uh all of that is opt-in like you opt in
 
to make the decision like who you're
 
hostile with
 
yeah that's correct so there's no
 
there's no forced hostility
 
so essentially the opt-in can be
 
delegated either to
 
uh leaders or to the individual
 
essentially let's say you're a part of a
 
node as a citizen
 
and the mayor decides that they want to
 
go to war
 
i don't know how this happened but my
 
seat cushion heater got turned on i was
 
wondering why i was like firing up
 
oh shit i was like
 
it's like 120 degrees outside and i'm
 
burning yeah it's the wrong time if
 
you're in las vegas
 
um no to answer your question it's a
 
it's an opt-in system
 
um sometimes that opt-in is delegated to
 
leaders like the mayor or your guild
 
leader
 
but essentially you will always have the
 
option to uh
 
to leave either that organization if you
 
don't agree with the leadership or to
 
vote them out through the election
 
system of the
 
of the mayorship systems yeah that's
 
something that you know as a streamer
 
i'm
 
worried if they're going to vote for me
 
or to vote me out i'm
 
certainly curious about that the cool
 
thing about the node system and its
 
government stuff
 
is that there's four there's four types
 
of nodes essentially there is the
 
democratic type which is called our
 
scientific node type that's that's where
 
the election method is by by voting
 
uh there's the military type where
 
players receive a champion upon becoming
 
a citizen
 
and they can level that champion up
 
through doing quest lines and they can
 
grant the champion gear
 
and then they participate in
 
gladiatorial arenas to see who the
 
victor is and that victor becomes the
 
mayor
 
the divine node types have a quest based
 
kind of merit system
 
where the more questing you do for the
 
temple of the node
 
uh the uh the like more likely you are
 
to become mayor at the end of the
 
election cycle
 
and then the economic system is more an
 
oligarchy kind uh where uh you
 
contribute resources and gold
 
uh to essentially bid for the highest
 
bidder to become the mayor
 
so not always is it going to be through
 
popularity contest that's really just
 
i love that scientific system i think
 
that's really good feature because
 
you're going to have some people
 
that can just uh you know like if you
 
have like let's say one guild that's
 
completely dominant on the server
 
you're gonna know that these people are
 
always going to be in charge but
 
if there's different paths to
 
progression that kind of makes it at
 
least a lot harder for that to happen
 
so that's right and not only is it
 
absolutely and not only is it harder but
 
you know i've always found in games that
 
have non-faction based more grilled
 
guild driven dynamics that having a very
 
powerful guild on the server is
 
really almost always temporary and
 
either there's infighting that occurs or
 
internal politics between the alliances
 
or some other guild rises to fight and i
 
think that's kind of it
 
it replicates that dynamic of good
 
versus evil type
 
struggle where people become invested
 
now obviously
 
if the mechanics and systems of a game
 
are built in such a way that they do not
 
provide some rails to how far a dominant
 
guild can go
 
to ruin the experience for others then
 
it's a bad design theory
 
but if if the designs are maintained in
 
such a way such as in ashes of creation
 
where there is success that's
 
demonstrably uh uh
 
recognized through the advancement of
 
that particular guild but
 
you can't go as far as to ruin the game
 
for other players so to speak you can
 
definitely manifest your power
 
but you can't just at every end stop
 
progression for other players
 
that's an important inclusion in an open
 
world type uh
 
that leads into the whole corruption
 
mechanic
 
right yeah and so the way that works my
 
understanding is that
 
it's kind of like the more that you
 
basically
 
kill other players the more hostile you
 
become
 
towards the not only other players in
 
general
 
but also towards the uh npcs as well
 
right so you know i took a lot of
 
inspiration for the
 
open world flagging mechanics from
 
lineage 2
 
i thought that lineage 2 did a great job
 
in balancing
 
both allowing the agency for players to
 
kind of make rash decisions out of
 
either
 
you know extreme anger or whatever as
 
long as there's a downside so the
 
corruption mechanic is really designed
 
in a way
 
like if you see somebody out there and
 
you just hate this person
 
and they've done something to you that's
 
wrong or they betrayed your guild and
 
dropped with some boss loot or whatever
 
you know
 
the standard you know drama that happens
 
in mmos that makes it fun
 
yes and you want to kill that person you
 
know you have the
 
he's still in call
 
he's driving so as long as you
 
understand that it's a kaizen because
 
there is normal
 
yeah sorry go ahead oh no uh you just
 
cut out for a couple of seconds sorry i
 
was just letting you know sorry about
 
that
 
so um yeah the corruption system so
 
basically the way it works is
 
there's a standard death penalty and
 
that death penalty uh
 
allows you to upon death acquire a debt
 
experience and that debt experience can
 
impact your normal gameplay
 
by either diminishing some of the power
 
of your skills if you accrue too much
 
and and the normal death penalty that
 
you accrue is actually halved
 
if you fight back so if you're rolling
 
up on a person and they're not flagged
 
and you're not flagged you can attack
 
them
 
you will become a combatant they will
 
still be a non-combatant if they fight
 
back
 
and they die as a combatant you lose
 
half of the normal death penalties you
 
would normally lose
 
so we're incentivizing consensual pvp if
 
the player were to kill you and you did
 
not flag back you didn't fight back and
 
you were still you were still a
 
non-combatant
 
they're gonna gain a corruption score
 
and that corruption score
 
multiplies their normal death penalties
 
by four times
 
it also increases the it also adds the
 
opportunity for them to drop completed
 
gear
 
upon death and it flags them for the
 
bounty hunter system so basically
 
their character they drop gear from
 
their character that's correct
 
yes so they can drop equipped gear if
 
they're corrupt now that's a conscious
 
decision that that player is making to
 
become corrupt though
 
so it's a again you have to weigh the
 
the cost-benefit ratio there
 
and the idea is that if you gain too
 
much corruption
 
meaning you try to turn into either a pk
 
character or something along those lines
 
you're going to be eventually at some
 
point you're going to be combat
 
ineffective
 
not only are you going to potentially
 
lose your gear significantly more but
 
you'll also have less
 
less impact from combat uh skill uh
 
percentage standpoint
 
um and then additionally for corrupt
 
players there's two ways that you can
 
essentially lose that corruption
 
when you die you lose a significant
 
portion of the corruption
 
if you um if you go and you hunt and you
 
gain experience
 
that starts to diminish the corruption
 
you have as well so at that point it
 
becomes kind of a
 
cat and mouse game because you're
 
present on the map for bounty hunters
 
and because there's limited fast travel
 
in the game kind of really just
 
determined by by metropolis
 
they're gonna have to travel out to you
 
and you're not gonna be very easily able
 
to
 
to to you know scroll back to town so to
 
speak as you would in other games
 
um so that cat and mouse relationship
 
provides benefits to the bounty hunter
 
if they successfully kill
 
corrupt players but it also allows the
 
corrupt player to fight back against the
 
bounty hunter and the bounty hunter is
 
always flagged against the corrupt
 
player
 
so the the corrupt player can fight back
 
and kill the bounty hunter without
 
additional uh
 
detriment so it's like yeah it's a cat
 
and mouse game okay well that's pretty
 
interesting
 
is there so you have to do a lot of
 
pking to start actually losing
 
uh this kind of uh this stuff right like
 
your your combat right
 
yeah not only is there do you have to do
 
a lot of pecans that are con
 
that are consecutive but if you have
 
a number of pks on your record without
 
going through
 
you know we haven't really described
 
this to the community yet but there is a
 
method by which you can lower your
 
previous
 
pk count so that it doesn't exacerbate
 
the next amount of
 
of corruption you gain from the system
 
but uh corruption you also gain more if
 
you have a lot of previous pks as well
 
so it's a cumulative it's like a karma
 
system almost
 
right okay and so you do have like guild
 
sieges and all that kind of stuff and
 
all of that is completely outside of the
 
corruption system because it's
 
consistent
 
right the corruption system only applies
 
to open world flagging
 
all pvp events that are contained within
 
optins systems such as
 
castle sieges node sieges caravan uh
 
caravan fights uh guild wars and node
 
wars
 
those are all self-contained within
 
specific systems that don't utilize the
 
flagging system
 
and do not utilize the corruption system
 
those those are where you automatically
 
become combatants against
 
um the the uh the player uh pool for the
 
defense or the attacking side
 
and so uh going over to like the way the
 
housing works
 
the freeholds effectively are just
 
player housing
 
out in the open world is that right
 
right
 
so there's three there yeah there's
 
three types of housing there's an
 
endnote static housing which are open
 
world housings that are
 
you know they come online with each
 
advancement of the node there's
 
apartment
 
systems which are instance housing that
 
essentially um you know you must own a
 
house
 
uh within a node zone of influence or
 
within a node before you can become a
 
citizen of the node
 
so those instance apartments kind of
 
grant the ability for players to become
 
citizens of those nodes
 
they're statically there's some that
 
start but then also player
 
mayors get to elect construction sites
 
which are public work projects that the
 
citizens can participate in
 
they can grant you know resources to
 
those buildings and he can construct
 
additional apartment buildings
 
he can construct advanced crafting
 
stations he can construct
 
the diplomatic buildings marketplaces
 
auctions all depends
 
um but the then the player housing the
 
third type is the freehold system and
 
the freehold system
 
is one per account uh it grants you
 
a large parcel of land which you must
 
then collect blueprints for
 
and then collect resources to build uh
 
those those uh
 
buildings and that's really kind of the
 
processing plant of
 
each player they'll be able to take raw
 
resources that they either purchase from
 
other people
 
or that they acquire themselves and
 
they'll be able to process them into
 
material goods that can be then used for
 
um for crafting is there going to be
 
something like a
 
effectively guild freehold like
 
something larger like a castle
 
correct so at a so guilds advance and
 
level
 
and the way guilds advance in level is
 
through specific quest lines that are
 
attributed to the guild members that
 
they must participate in and or
 
achievements that the guild can achieve
 
when they advance in level the guild has
 
the opportunity to allocate guild skill
 
points in their skill tree
 
to either allowing them to include
 
additional membership
 
or to focusing passive abilities that
 
the guild members can have as a benefit
 
of being in the guild
 
so essentially what that allows is
 
guilds can either be more focused into
 
kind of
 
elite teams that are smaller that have
 
specific objectives during these large
 
encounters like castle sieges and
 
whatnot
 
or they can uh be more on the on the
 
higher member count side
 
um and essentially
 
right exactly and um at a certain stage
 
of that
 
of that guild advancement there comes an
 
opportunity for the guild to
 
elect to own a guild hall freehold so
 
essentially what that does is it grants
 
the guild leader
 
uh the additional opportunity to follow
 
a quest line for
 
a a guild freehold plot that he would be
 
the owner of but the guild has access to
 
and can contribute towards
 
and that allows them to build a guild
 
hall out on a freehold system also
 
they're static in node
 
guild halls as well which come with
 
different benefits and
 
opportunities okay yeah that makes a lot
 
of sense
 
and uh that's one of the things that i i
 
know that uh mcconnell and i talked
 
about is like
 
how how large could these things be and
 
so
 
you'd be able to pretty much destroy
 
them if and you can destroy guild
 
freeholds too
 
you can assault guild freeholds
 
right so the way that uh destruction
 
works is um
 
as as
 
as nodes advance there are quest systems
 
that are relating to
 
achieving a siege scroll essentially and
 
players can undertake that quest they
 
can acquire the siege scroll
 
and they can then lay the seat scroll
 
down to declare a siege against a
 
specific node
 
and depending on the stage of the node
 
will determine the quest line required
 
and the additional resources needed
 
to reflect kind of not only the amount
 
of effort it took to build that node
 
but that should be somewhat equitable to
 
the amount of effort it takes to siege
 
that node right
 
so once the siege has been declared a
 
server message goes out that tells the
 
server hey
 
you know in x day's time there will be a
 
siege at this time
 
and all of the affiliate uh all the
 
alliance
 
nodes with that node become
 
automatically registered defenders for
 
the siege
 
um and they will be flagged as as
 
defending the combatants against the
 
attackers
 
and any player who's not affiliated with
 
an ally node of that node
 
can come and register to attack against
 
that against that node
 
and what happens is during a two-hour
 
period of time there's a central
 
objective that players must participate
 
in
 
the defenders must run the clock out or
 
destroy the headquarters of the
 
attackers
 
and the attackers must gain access to
 
the city kill the quartermasters
 
which increases the respawn time of the
 
defenders and decreases the respawn time
 
of the attackers
 
and then they must reach a center point
 
where they cast a five minute cast
 
uh that's channeled and can't be
 
interrupted by cc but can be interrupted
 
through death
 
uh on a central flag that exists in the
 
in the node if the attackers are
 
successful
 
what happens is the raw goods and the
 
processed materials that are stationed
 
within that regional warehouse that
 
players are using
 
become loot a portion of it is sunk and
 
then a portion becomes lootable to the
 
attackers
 
in addition you can steal their stuff
 
you can steal
 
raw gatherables and processed goods
 
correct you can't steal completed items
 
or potions or
 
equipment but you can steal the raw uh
 
gatherables but the more important
 
incentive is
 
that as over a guild's lifespan excuse
 
me over a node's
 
life span they have what's called a
 
reliquary and the reliquary
 
is a building within the node that
 
houses all of the accomplishments
 
the achievements the um unique and
 
legendary items that the that the node
 
has achieved that the citizens have
 
access to
 
for different crafting things and it
 
destroys the reliquary and
 
and access to limited use of those
 
reliquaries are granted to the attackers
 
as well now
 
if the siege is successful the buildings
 
inside are destroyed
 
including static and node housing and
 
the apartment buildings
 
it's not going to be tedious for the
 
players to to essentially go and find a
 
new
 
node and they can save their you know
 
furniture layout and they'll get their
 
furniture mailed back to them so they're
 
not going to lose that component
 
we don't want to we don't want to make
 
it you know too too
 
tedious to kind of get back up and
 
running again because change should be a
 
common theme
 
in ashes through the destruction and
 
siege mechanics but on the freehold side
 
after the siege is completed and the
 
attackers have won
 
there's a two-hour window where the
 
attacking the marauding kind of
 
barbarians
 
can go out into the open world where the
 
zone of influence for that node was
 
was relevant and can attack the freehold
 
systems
 
now players will have the ability to
 
defend their freehold and if they
 
survive that two-hour window of
 
destructibility
 
they will have a grace period where they
 
can wait and see if another node pops up
 
that they can exist under
 
and if they do successfully get another
 
node risen in that grace period
 
then they'll fall under the tax purview
 
of that note okay
 
so you either get all your shit
 
destroyed or you have to pay him
 
that's pretty much how it works okay so
 
it's like basically like uh you know
 
like a real life the
 
old marauders raiding you know like
 
different cities right after they
 
destroy
 
uh the capital they go and they attack
 
the you know out
 
out which is okay correct and and one of
 
the big things
 
one of the big targets for players will
 
be during that time is
 
housing one of the biggest benefits of
 
housing is that it offers you a separate
 
depository separate warehouse system
 
where you can deploy chests in the
 
housing right
 
and the freehold systems have superior
 
type chests that can be granted
 
they also store the pro the processing
 
raw materials takes time within the
 
processing plants
 
those buildings that you construct on
 
the on the freehold so
 
uh during the declaration of a siege
 
that declaration period that might
 
might last three to five days depending
 
on the size of the node the tr
 
the uh the ability to remove raw goods
 
and gatherables or resources
 
oh excuse me materials from the storage
 
containers is
 
suspended you can't do it until after
 
the siege so if you know there's some
 
like legendary
 
you know there's a guild hall out there
 
with a shit ton of
 
of materials and and goods that you know
 
that guild has and you want to surprise
 
them with that declaration
 
and you succeed your next target is to
 
go destroy that guild hall so you can
 
then also uh uh loot their
 
their uh chests and this is uh
 
the size of this goes up to 250
 
on each side so that's for castle sieges
 
castle sieges there are five unique
 
castles that exist in the world
 
uh one per region one per economic
 
region and they exert control and and
 
taxation rights over the nodes that live
 
under their region and they also have
 
unique benefits from a crafting and
 
um from a crop rotation standpoint uh as
 
well as unique uh
 
items and equipment and abilities that
 
are granted to the the
 
host guild that owns it um and uh
 
essentially what happens there is guilds
 
go to register uh to attack those
 
those castles and it's a 250 versus 250
 
player
 
uh encounter now that's really easy to
 
accomplish you know we have
 
we have a great veteran team of
 
developers many of whom came from
 
planetside one and two and as you'll
 
know planetside
 
you know two hosts the largest
 
concurrent uh
 
online battle of over a thousand players
 
in a single area and we have
 
the programmers from those uh from those
 
games so you know we
 
feel very confident in the custom back
 
end that we've been building under
 
unreal engine 4
 
uh that will be able to facilitate that
 
part of the you know the whole debacle
 
and we got a lot of shit for it
 
uh with apoc was to essentially um
 
test these systems and luckily during
 
that testing period we did discover that
 
there were some architectural issues
 
with
 
with the things that we were developing
 
if we had
 
waited until later in the testing cycle
 
after systems have been built on top of
 
those foundational architectures
 
it would have been a whole different
 
beast to kind of to to fix
 
so luckily we discovered it early
 
through that testing method and
 
you know we were able to to fix it and
 
we have been demonstrating you know
 
thousands of npcs in a single zone along
 
with hundreds of players
 
in our recent alpha 1 preview testing so
 
you're confident in having
 
500 players in combat simultaneously
 
being able to do a castle siege
 
with minimal lag i will tell you this
 
we are extremely confident on the 250
 
verse 250.
 
right now we're trying to push it to 500
 
500 but i can't give any promises we'd
 
be able to achieve that
 
on the 250 versus 250 front we're very
 
confident that there's some very
 
specific
 
there's some very specific culling
 
algorithms uh that we have applied
 
to essentially the not only from the
 
client side where
 
expensive rendering issues yeah there's
 
so there's scalability on spell effects
 
there's default player appearances to
 
help rendering on the client side
 
but more importantly on the networking
 
side determining net relevancy and
 
hosting specific uh
 
players across distributed services on
 
the server side
 
is is a is a new type of architecture
 
that we're employing for
 
for ashes of creation which will help
 
facilitate those larger battles
 
okay yeah i think that makes a lot of
 
sense the castle sieges especially from
 
somebody like i love
 
seeing those gigantic battles like the
 
planetside ones
 
the eve online battles and just seeing
 
something like that
 
that's what really kind of inspires me
 
to play the game and so
 
with wow they've had a lot of problems
 
with that and uh
 
i'm really glad to hear that because
 
that's one thing that really makes an
 
mmo
 
you know the first massive you know you
 
have a lot of people in the same place
 
yeah i mean that's that's one of our
 
core tenants right is kind of putting
 
that massive back and massively
 
multiplayer you know
 
some of the most fun that i've had in
 
the past even though it was a slideshow
 
ship fest for a lot of games and it's no
 
fault of the developers it's just
 
technology hadn't caught up by that time
 
right
 
is uh is those massive battles are a lot
 
of fun
 
awesome you're in this brawl where you
 
don't know what the fuck is happening
 
and you're like you know having fun
 
trying to coordinate you know the
 
strategy for
 
hundreds of players all at the same time
 
as a leader or making sure that your
 
group's doing the right thing
 
those types of things are what make
 
those experiences memorable
 
oh i still remember shit like that that
 
happened to me 10 years ago
 
and so i can totally understand that and
 
speaking of scale
 
like what would be i this is kind of
 
like an odd question
 
what would we expect to see in terms of
 
like large-scale monsters like are there
 
gonna be krakens
 
in the sea i like sea monsters right so
 
absolutely
 
so so another ten another core tenant
 
when it comes to the immersion of the
 
world
 
is that this is a grand lore
 
game and by grand i mean that there were
 
monolithic and megalithic civilizations
 
that existed the dungeons are tall
 
and wide and expansive i mean there's a
 
we released a 4k video
 
last month of about two hours of
 
uninterrupted unedited gameplay
 
and at the end of that video you can see
 
um you know some of the dungeons that
 
we're going through and that and one of
 
the
 
one of the lower bosses that is a
 
pyroclastic dragon essentially
 
yeah um and they're i mean they're
 
massive they're huge i mean there's one
 
boss that is
 
uh you know this kind of like half
 
treant dude
 
and you're like the size of his toe
 
oh jeez it's a lot of
 
a lot of massive stuff what kind of uh
 
what kind of seafaring content i i saw
 
that there's going to be
 
a uh there's a profession for
 
shipbuilding so
 
what what do you get on your ship so you
 
sail out on your ship what happens
 
so ships are similar to caravans in the
 
sense that there are components that can
 
be
 
built through the shipbuilding
 
profession that enhance
 
either the durability of the vessel or
 
or a caravan
 
the ability to to move and change
 
directions rapidly the speed that it has
 
the hit points that it has the offensive
 
abilities
 
um that's really the shipbuilding
 
component on the naval front
 
you know the idea there is that you will
 
have the ability
 
to acquire different types of blueprints
 
for ship construction
 
those class of vessels will exist from a
 
personal vessel to a group vessel to a
 
raid vessel
 
so large like galleon type ships and
 
there's a lot of content out on the
 
ocean not just from
 
a raid boss standpoint like you know
 
large monsters like you know kraken
 
related or more lovecraftian type
 
yeah like a giant squid yeah right
 
exactly
 
uh and there will be there will be
 
required some significant coordinated
 
efforts among
 
multiple raids to down some of those
 
raid bosses but also there's going to be
 
underwater dungeons and
 
underwater kind of mounts that players
 
can have as well so
 
you're going to be able to acquire these
 
different uh ships that
 
are going to be relevant to different
 
experiences and different encounters
 
well that's certainly uh that that's
 
that sounds fucking awesome i'm just
 
going to say it sounds fucking awesome
 
are there going to be islands out there
 
in the sea that you can
 
uh go and like kind of oh really okay
 
yeah so
 
so not only are there islands that exist
 
out in the city that have you know
 
either dungeon content or you know you
 
can place freeholds on if it falls into
 
the purview of a coastal
 
node um but also nodes that exist along
 
the coast
 
will change the spawn tables of the
 
content out in the water as well and
 
those can attract specific events to
 
that node
 
so the node will hook up to a point of
 
interest that is essentially its harbor
 
and that harbor will have specific quest
 
lines that relate out to the out
 
out on the ocean and the islands that
 
exist out there okay
 
so it's like for example if you have
 
like an oil rig and then the oil rig
 
pollutes the water and then like the
 
animals out there turn like more
 
corrupted and more powerful or something
 
like that
 
yeah something like that i mean not not
 
so much not so much the pollution but
 
something similar yeah
 
okay exactly corruption is the primary
 
theme within the world you know the lore
 
behind
 
that's right right yeah that you're
 
essentially coming back to
 
a planet that was the home of your
 
ancestors and they were driven out
 
during the apocalypse
 
uh by essentially the primary
 
antagonists the ancients and the others
 
that exist these
 
evil gods and and the initial creation
 
of the gods
 
uh they come to kind of uh defile and
 
pervert
 
all of creation um and they drive your
 
ancestors off this planet to a planet
 
through the divine gateways called
 
sanctus
 
and then after thousands of years the
 
portals open up again and that's where
 
the races come from
 
it's the different portals yes okay
 
can you buy uh like is gear soul bound
 
in the way that like once a character
 
obtains it or equips it
 
they can't trade it to other people or
 
could you hypothetically buy a
 
best and slot helmet or sword so
 
the vast majority of gear that exists
 
within the economy of ashes of creation
 
is not soul bound and the the reason for
 
that is because
 
the crafting mechanics as well as the
 
decay mechanics that exist
 
require not only the deconstruction of
 
gear but also the constant resupply of
 
base mats
 
in order to repair that decay it's not
 
going to be some you know bullshit
 
uh small gold compensation that makes a
 
really irrelevant decay system
 
uh it's actually going to re-uh
 
invigorate the demand and supply
 
of base materials for the rather the
 
gathering uh
 
artisanship tree and with that being the
 
case you know we want there to be this
 
open economy
 
that utilizes this regional transit
 
system
 
and warehouse system in order to supply
 
certain areas with the ability to craft
 
and create new items
 
so for example if you have an iron sword
 
and then the sword gets damaged from use
 
you have to use more iron to
 
repair it correct and what that does is
 
remember the interdependencies that we
 
were talking about on the crafting
 
system
 
you want to make sure that there's
 
significant sinks in the game
 
for base mats and materials so that you
 
are creating a scarcity
 
and demand that's present on the
 
creation of higher goods
 
as well as supplying the necessary decay
 
components for the world
 
okay and so somebody that basically
 
wants to play the game as a crafter
 
or a gatherer can pretty much do that
 
absolutely yeah 100 so um you know
 
my philosophy when it comes to to mmos
 
you know the mmos i played a lot of mmos
 
and
 
they all in some way shape or form have
 
their own take on certain systems right
 
um you know the best systems that i've
 
encountered
 
are the games that incorporate these
 
progression paths
 
that are relevant for different kinds of
 
players not everybody is a pvper not
 
everybody is a pve ear not everybody is
 
a crafter
 
but if you can create a system like
 
ashes of creation
 
where there are interdependencies
 
between those different groupings those
 
different different demographics of
 
players
 
you can harmonize the population that
 
feed off of each other that are
 
essentially
 
are dependent absolutely right
 
and the best mmos i've experienced are
 
the ones that go for that pvx experience
 
those are
 
those are the best mmos that i've
 
experienced but that means that not
 
everybody can be a winner that there has
 
to be a significant chase
 
there has to be people who are the
 
masters of their craft or the
 
or the you know the best ranking on the
 
pvp side have the
 
you know legendary gear that means
 
something that it just can't be this
 
type of
 
super you know just like
 
means experience exactly well let's say
 
like just in a hypothetical i don't know
 
if you've really like thought of it this
 
much
 
in terms of in game but let's say uh you
 
have a player that's just reached level
 
50
 
and then you have another player who has
 
effectively like almost
 
or the best gear in the game uh what
 
would you say is the power difference
 
between those two players
 
that's a very good question so this is
 
obviously a dilemma that a lot of games
 
have to deal with what i would say is
 
the way we're building
 
ashes of creation is there are two
 
primary components
 
excuse me there are three primary
 
components when it comes to an encounter
 
like that
 
first from a balancing perspective our
 
balance uh is dealing with specifically
 
group based bounds we are not balancing
 
off of 1v1 so we're balancing off of
 
an eight player group uh synergizing
 
between the different effects that are
 
housed within different active skills
 
based on the archetype that you've
 
chosen right
 
so that's the first component the second
 
com and that per and that provides
 
a rock paper scissor type dynamic that's
 
intrinsic in the trinity type system
 
we're not trying to reinvent the wheel
 
on the trinity side
 
we feel that's a very competent type
 
system and it's relevant to different
 
classes um
 
so with that being the first model the
 
second one is that there should be
 
something said
 
for gear acquisition yes there is going
 
to be a discrepancy between the the
 
gear level of a hardcore player versus a
 
casual player and that's okay
 
because there should be certain
 
progression paths
 
that reflect a benefit for more time
 
spent
 
in investing in that progression path so
 
with that being said
 
with that being said not only are you
 
going to acquire additional skill
 
because you're more hands-on and tactile
 
with the combat system because you're
 
playing more often
 
but you're also going to acquire uh
 
different gear levels and that gear
 
level can present
 
you know if i were to give just an
 
off-the-hand percentage difference
 
i would say that we want gear to
 
influence maybe at a max of like 40 to
 
50 percent
 
uh of of overhead benefit now the third
 
component however and that and that's
 
the most extreme discrepancies right
 
the third component is going to be level
 
and skill right excuse me level level
 
applies to second one the third one's
 
gonna be skill
 
the skill is gonna be important because
 
the way that the
 
uh the skills are essentially
 
established is there's a lot of synergy
 
effects that can occur
 
based off status conditions that are
 
applied so for example just to give you
 
an idea of where the skill system works
 
there's three primary skill sections
 
there's passives there's actives and
 
then there's combat skills
 
combat reflects specifically your weapon
 
skills so if you're a dagger if you're
 
rogue and you're using a dagger
 
and your dagger you want to invest some
 
skill points into that weapon
 
that weapon group you can start
 
unlocking you know proc effects that
 
cause the target to bleed that can
 
cripple the target or hamstring the
 
target
 
and the way your active skills interact
 
with that is let's say you
 
don't have an auto attack feature by the
 
way a weapon attack is an active combat
 
attack so you have to actively press
 
that weapon attack to use it
 
um and when you do make contact with the
 
target
 
if you've invested skill points into
 
that weapon you can essentially cause a
 
bleed to proc
 
if the bleed procs on the target you're
 
going to have a corresponding skill like
 
let's say
 
backstab that you can apply to dlx
 
damage to the target
 
and it'll have a conditional modifier on
 
that damage if you're behind the target
 
and it'll have a conditional modifier
 
deal additional 50 damage if the target
 
is under a bleed effect so you want to
 
synergize essentially
 
your weapon uh proc conditions with your
 
active skills
 
so that you're timing your certain
 
active skills appropriately with the
 
status conditions that the target
 
has taken so with that to answer your
 
question long-windedly apologize
 
um essentially you're going to have not
 
only the the skill level
 
the investment that you put into it the
 
gear uh
 
discrepancy between you and the target
 
but also this um the skill profi
 
the skills that you use to to to combat
 
the character
 
the amount of skills that you get uh so
 
you level up to 50
 
is there any leveling system beyond 50
 
are the skills the leveling system
 
beyond 50 or how does that work and are
 
they finite or
 
infinite so they are finite uh we intend
 
to
 
have you know a lot of additional
 
content creation for the game post
 
launch
 
that will take that will manifest both
 
on a monthly you know
 
and a quarterly basis to kind of
 
implement new new features into the game
 
and whatnot because
 
a lot of the features that we actually
 
have discussed those are going to be
 
present launch but we also have features
 
that
 
have been backlogged into post-launch
 
feature feature sets but
 
with that being said um
 
on the progression level yes you
 
progress to 50 but the way that our
 
our skill system works is you choose one
 
of the base 8 archetypes initially
 
and then you choose from that base
 
archetype again
 
at level 25 and the new the secondary
 
archetype does not grant you additional
 
skills
 
but it does give you access to what are
 
called schools of
 
augmentation and there are four schools
 
of augmentation per secondary archetype
 
so let's say you choose fighter uh
 
initially as your
 
primary archetype you're gonna have
 
access to active skills that you can put
 
your
 
your uh skill points into and that'll
 
get you like let's say a rush ability
 
and the rush ability will allow you to
 
charge x distance to a target upon
 
reaching the target dlx damage and some
 
condition modifier
 
and that's the rush skill if you uh uh
 
if you take the secondary class
 
to secondary archetype of mage that'll
 
give you access to four different
 
augmentation schools the one of which
 
may be teleportation
 
the teleportation augmentation you can
 
spec into and when applied to the rush
 
skill
 
will now instead of charging the target
 
over x distance over x
 
time will instantly teleport you to the
 
target so
 
uh upon reaching target you'll do like
 
damage some condition modifier if you
 
had chosen the elemental school
 
you'll charge x distance to the target
 
upon reaching the target you might set
 
the target ablaze or deal electrical
 
damage
 
that deals damage over time so the idea
 
is to house the active skills in the
 
primary archetype but
 
change the the uh skill effects as based
 
on your secondary school which kind of
 
blurs the line between what role you
 
take in the whole in the holy trinity
 
okay so there's like gonna be things
 
like for example i saw that you had
 
bards
 
and bards don't really do damage they
 
don't really heal
 
but they kind of do a bit of both and
 
empower other people is that kind of
 
what you're saying
 
right bards are a very strong support
 
class so
 
bars are essentially going to be
 
proximity based buffs
 
that become relevant and are timed
 
according to essentially when the bar
 
bar chooses to activate certain skills
 
these are going to augment the tanking
 
ability the evasions ability the dps
 
the uh the healing abilities um you know
 
they're gonna they're gonna be
 
essentially the
 
a whole array of buffs that are
 
conditional and situational and based on
 
proximity to your party member
 
okay well that's definitely good to hear
 
and uh is there going to be a class
 
that's basically like a retribution
 
paladin like a templar or a crusader or
 
something like that
 
yeah we have a templar um the idea kind
 
of behind
 
again these these augments is that you
 
know you may be proficient in
 
damage mitigation and tanking right or
 
controlling the battlefield and drawing
 
aggro
 
and as you choose a secondary class like
 
the the uh healing class
 
you may be able to augment your aggro
 
power your aoe aggro power to also
 
convert incoming damage into health for
 
your character
 
or to grant a a temporary shield to
 
damage mitigate and take the damage from
 
a nearby ally if you target them
 
um you know these are the types of of
 
kind of augments that become available
 
when the class systems are combined
 
okay so they're kind of you have like
 
your main class and kind of like a sub
 
class
 
which modifies your main class abilities
 
effectively
 
right through the augment system yeah
 
and so
 
flying mounts apparently are extremely
 
exclusive there's only going to be 10
 
people with them on a server
 
is that kind of what you're thinking hey
 
look my phone is dying so actually let
 
me transfer you over to the car and
 
hopefully
 
it doesn't okay okay how does this work
 
uh it works yes it works you're good
 
okay
 
um uh sorry if you want to run to the
 
restroom
 
okay all right i'll be right back okay
 
give me a second i heard another voice
 
on who else is on here
 
oh i'm nobody don't worry about me man
 
i'm just here to hang out okay nice are
 
you playing wow a lot
 
oh yeah i love wow i've been playing wow
 
for like 15 years man
 
holy smokes that's a while yeah it's too
 
long this game sucks
 
uh classic is a uh yeah classics uh
 
it's a game we sometimes play you know
 
yeah i missed i missed out on the on the
 
uh the wow boat i was really heavily
 
into lineage at the time
 
but honestly man you probably didn't
 
miss much
 
one thing i really appreciated about wow
 
was the the rating system
 
you know those i thought that that wow
 
did that super well
 
rating oh yeah
 
yeah their rate systems uh or their raid
 
rates been pretty good
 
i like their uh
 
art team in wild's been doing like
 
pretty fucking good for like
 
10 years i would say right chad oh yeah
 
there's
 
such talented developers over at 100
 
oh yeah all right i'm back sorry about
 
that
 
welcome back yeah okay so um i was
 
wondering about flying mounts like are
 
they really going to be as uncommon as
 
people uh make them out to be
 
yeah so you know one of the things that
 
and going back to kind of um
 
that philosophy of of earning legendary
 
shit that
 
that you know is unique and is scarce
 
um you know that's not just going to be
 
with regards to like flying mounts it's
 
also going to be
 
in regards to unique items that exist on
 
the server where only one can exist at a
 
time
 
um but also you know on the flying side
 
we have different tiers of mounts
 
essentially
 
and the royal tier can only access uh
 
on a time basis for guild leaders who
 
own a castle
 
and uh mayors who are mayors of
 
metropolis stage which is
 
the last stage of no development okay um
 
but additionally players can also have
 
an opportunity
 
as a rare drop to get eggs from
 
legendary uh bosses and then that egg
 
system has a quest path
 
that relates to pro the processing a
 
profession
 
of a husband um where
 
you can essentially raise that pet
 
excuse me that amount to um to have a
 
lifespan
 
that ranges from 15 to 30 days based on
 
how well
 
you raise the mount and then once you
 
open the mount and use it for the first
 
time its lifetime starts ticking
 
so if you ever lose the castle or don't
 
beco or aren't mayor
 
one season or your mount dies you lose
 
access to that
 
so at any given time on a server there's
 
only ever going to be between
 
let's say 10 and 20 people that will
 
have access
 
flying out and the castle the castle
 
siege mounts
 
excuse me the castle mounts and the um
 
uh and the node metropolis mounts those
 
are
 
huge mounts so these are very large
 
dragons
 
that have you know significant
 
battlefield abilities like laying down
 
massive so uh
 
excuse me aoes so this is like like
 
uh game of thrones
 
yeah you see danny flying in and just
 
burning the shit out of king's landing
 
uh and that's what's happening okay well
 
fuck yeah that sounds awesome so
 
do the normal mounts also have life
 
spans or is it just the flying mounts
 
no just the royal mount so all the royal
 
mounds have life spans all
 
other mounts they can be so mounts can
 
be separately targeted when you're on
 
them
 
they can also follow you um so you can
 
be dismounted and they can be summoned
 
um and essentially uh they can be
 
targeted and killed if they're killed
 
there's a cooldown time before they can
 
be rewritten
 
um and there's also going to be certain
 
types of potions that can restore life
 
on a mount that's been killed uh so you
 
don't have to wait the cooldown time
 
can you re-ride the uh royal mounts too
 
or
 
uh when it when they die are they just
 
permanently dead
 
no you can rewrite them as well so long
 
as you have the satisfying condition and
 
that conditions either being you know
 
the mayor
 
the guild leader or uh the lifespan
 
available
 
can uh can other people ride on the
 
mount with you or are they all just one
 
person
 
so in the guild system um there is going
 
to be
 
uh essentially uh royal mounts that are
 
temporary
 
only during guild sieges now these won't
 
and you can assign them to officers
 
um so you're gonna have a limited
 
selection that you can apply towards
 
certain officers
 
they'll have the ability to fly those
 
mounts as well they're not gonna be as
 
large and they won't have the same type
 
of presence and abilities that the main
 
mount has
 
uh during the castle siege for the guild
 
leader but they are going to provide
 
a flying ability so you can have
 
oversight of the battlefield
 
that's cool that's cool
 
like that basically exactly okay yeah
 
like it has goal yeah like they're going
 
to be the
 
they won't be the witch king of agnemar
 
but they will be like the little lesser
 
yeah yeah the witch king is the guy with
 
the royal mount is that right
 
exactly okay all right that makes sense
 
so
 
is there any way so you have like the
 
auction house is there gonna be any way
 
to like buy
 
currency in the game or is it going to
 
be completely
 
uh completely built inside of uh
 
you know farming gold so like i know in
 
runescape for example you can
 
effectively buy gold with like
 
bonds and uh and wow you can buy gold
 
with the wow token
 
and there are other things in the game
 
that are effectively like kind of
 
pay-to-win features
 
uh are you guys gonna have anything like
 
absolutely not
 
no
 
no okay that that's great
 
so that i played is when the company
 
comes in and
 
you have a player driven economy and
 
they think it's a great idea to throw
 
something a wrench into that economy and
 
introduce something on a
 
microtransaction market that up
 
defends the player-driven economy
 
the people spend money when you think
 
about the way that the economy and ashes
 
of creation works
 
essentially it's a traditional
 
gold-based system however
 
monsters don't drop gold per se what
 
they drop
 
are certificate and these certificates
 
could be pelts they can you know it's
 
just a work term we use
 
it could be pelts they could be whatever
 
that house the value
 
of the monster's death okay and you
 
accrue these over time
 
um and what happens is you go to a
 
certain node and based on the level of
 
the node
 
and the distance of that node from
 
the location of the drop will determine
 
the value of the certificate
 
so like i said there's five primary
 
economic regions and in that scenario
 
there's five specific certificate
 
types that are granted by the mobs that
 
die in those regions you can
 
move those certificates through the
 
caravan system but
 
if you get attacked and the caravan is
 
destroyed
 
a portion of those certificates gets
 
sunk and then another portion are
 
granted through the wreckage that the
 
caravan now
 
supplies the attackers so you you have
 
to be strategic you can turn it in
 
within the region you farm them
 
you'll get lesser gold for that but if
 
you want to take the risk
 
you want to take some of those
 
certificates across regions you can do
 
it through the caravan system
 
and it provides a significant sink but
 
opportunity
 
uh to the player again that's an opt-in
 
type system so like for example if
 
you're out
 
in like a uh in like a winter area in
 
like a northern mountain and you kill a
 
yeti
 
and then you take it all the way down to
 
some southern area it's probably worth a
 
lot more money
 
exactly it could be worth upward or five
 
times what you would normally get
 
um uh for trading it into a huntsman at
 
a local node where you farmed it okay
 
and that's kind of about
 
and you're balancing that basically with
 
the idea that it's going to take players
 
a while to go from point a to point b
 
so there's two primary algorithms that
 
are used when balancing the return ratio
 
on those certificates
 
okay first uh the the world server
 
manager takes into account the existence
 
of
 
certificates in the normal population so
 
we have a a tally of how much how many
 
certificates are out there
 
then we also have a a heat period that
 
takes into account why that doesn't
 
sound good a heat period
 
oh we also have also we also have
 
a period of time where we take into
 
account uh
 
the number of trade-ins of specific
 
types of those pelts
 
uh uh within let's say a week or a month
 
period of time
 
yeah and that also is a determining
 
factor in the turn that you can get from
 
the huntsman
 
so you have a it's like an internal like
 
supply demand
 
uh or price demand algorithm oh
 
absolutely
 
okay that's part of our what we call our
 
world manager
 
uh and the world manager takes into
 
account a lot of different it takes into
 
account
 
you know the the amount of experience
 
that's being gained by players uh as a
 
heat map on the world
 
so that we know what type of threshold
 
states can be applied
 
to different node advancement we also
 
take into account the transit of
 
resources and goods
 
from region to region so that there can
 
be specific quests that
 
provide uh those types of rewards based
 
off of
 
how much has been turned in so so for
 
example part of what nodes can utilize
 
to develop their treasury
 
which they then spend on the development
 
of of buildings or defenses
 
is uh essentially uh incentivizing
 
players
 
you know raw iron raw mithril uh
 
in that and then they get a reward and
 
that reward is based on the algorithm of
 
how much has been turned in elsewhere
 
to kind of drive those questions
 
additionally
 
yeah there's a lot of stuff that goes
 
into the world manager system
 
okay so that's all kind of like
 
basically a throttling system so things
 
don't get too far out of hand in any
 
sort of way
 
right not only yeah throttle but it's
 
also an incentive system so like for
 
example
 
if you know iron is being used as a raw
 
resource to to for specific uh crafting
 
path
 
um you know that might drive up the
 
price of mithril or silver right
 
and that will incentivize the market
 
force correct a little bit
 
you know the idea is to provide soft
 
incentives
 
that uh help to alleviate the demand and
 
also to prop up
 
uh uh the supply that might not be
 
present from it from the economic
 
systems
 
okay yeah i think that makes a lot of
 
sense to me too like yeah i
 
and so the there's not going to be any
 
sort of
 
real money trading or anything like that
 
real money trading so players can trade
 
uh
 
there won't be allowed rmt's i guess
 
yeah real money transaction
 
right but you can you you can trade the
 
currency within the game
 
for purchasing items or whatnot okay
 
now we we do have a already built into
 
the game
 
you know on the outset is um
 
essentially behavioral metrics so you
 
know
 
in the game as a player does normal
 
things and they acquire normal gold
 
you know that's all good and well but if
 
there starts to be item id
 
that appear on the player account that
 
are out of the norm like either a large
 
amount of gold or
 
you know significant legendary items
 
like what that does
 
exactly what it does in the back it
 
flags the account view
 
so that we can take a look at where did
 
this item come from is it coming from a
 
known gold seller or a flag bot or
 
whatever and then we investigate so
 
we're going to be pretty hard
 
on the ability for players to subvert
 
the natural economy
 
systems by rmt or
 
botting okay so another important yeah
 
another important fact
 
that you know intrinsically over the
 
past decade what i've noticed in in a
 
lot of games
 
as mmos go the play route you see
 
this serious influ gold seller
 
otters and whatnot and this is super
 
problematic because
 
there's no barrier of entry for those
 
types of bad actors
 
in the game when you have a subscription
 
based
 
model what you do is you exchange
 
the amount of gold sellers now they're
 
still going to be gold sellers we're
 
going to have to combat that and that's
 
part of the behavioral metric system but
 
um being a subscription-based game alone
 
automatically cuts out significant
 
population
 
of the gold sellers that might be
 
applicable to your game it doesn't stop
 
them
 
but it is a barrier entry yeah yeah
 
because they have to pay money and then
 
also because it takes so long to level
 
and the odds are you're probably going
 
to be able to make a lot more gold than
 
ever your high level
 
the investment is much higher and so if
 
you're banning them at a higher rate
 
than they're getting their return on
 
investment
 
then they're not going to be yeah yeah
 
of course yeah that's what i mean and
 
then
 
one other thing that's super important
 
is um
 
oh in my experience as an mmo player i
 
really
 
hate the fact that not a lot of
 
companies best
 
in active gm teams gms who are present
 
on the server yes
 
day-to-day basis and are playing with
 
the population
 
and are there to actively enforce and
 
and moderate
 
uh what can be a major nuisance from
 
these gold sellers and or botters
 
um so one of the pledges you know in
 
ashes of creation and something that
 
is a personal interest of mine is making
 
sure that the player base
 
active gm force that are present on the
 
servers uh and are participating
 
okay well that's certainly a big relief
 
and there's one more game question i
 
wanted to ask is that
 
what are stats on gear going to look
 
like
 
like what kind of stuff so yeah because
 
gear is not class dependent
 
you can have any type of want and gear
 
is really
 
the the type of gear you want to have is
 
based on the encounter you're facing
 
so you know if you're going to be a tank
 
there's different types of tanks you can
 
be
 
sure from a balancing standpoint no game
 
has ever achieved
 
ultimate balance there's always that as
 
there's going to be
 
you know updates that try to address
 
certain metas but we don't want it to
 
stabilize the builds that people have
 
built so we have to be really cognizant
 
of that
 
um but what i would say is that like
 
when you acquire
 
gear gear is going to have multiple
 
types of stat allocations that are
 
dependent on the crafter to determine
 
and also there's going to be multiple
 
types of sets that exist within the
 
different tier levels of the gear that
 
you can acquire from drops from
 
monster or ray bosses or dungeons or
 
quest lines
 
all of which have different types of
 
relevancy to whatever your focus is if
 
you're a physical combat damage
 
type focus you know there's going to be
 
stats that augment your strength
 
that affect your ability and the option
 
to crit um those
 
those types of going to be things that
 
you'll have to make conscious decisions
 
okay well that makes a lot of sense so
 
you're basically going to have like the
 
uh the usual like you know strength
 
agility and then critical strike chance
 
probably hit chance and stuff like that
 
right
 
yep will you have a like resistances
 
like fire resistances
 
yes so essentially players have the
 
ability to
 
augment their skills with certain types
 
of damage or energy types and in
 
addition
 
you will have the ability to enchant and
 
uh
 
uh empower your equipment as well
 
and you can empower and enchant them as
 
a give and take type relationship
 
where you may want to spec into a more
 
specific fire type damage or radiant
 
damage
 
and then players will have the option to
 
um to enchant their armor
 
as resistant against certain types and
 
what that does is it adds an additional
 
layer
 
of complexity and uh item custom
 
class customization so that there's no
 
just cookie cutter type experiences you
 
have
 
among all the different players that
 
exist out there each person is going to
 
have a very unique build in that regard
 
and you're going to want to make sure
 
you know who players on the battlefield
 
are
 
when you're going up against them or
 
that you're synergizing with them if you
 
form parties for pv
 
okay that makes sense so like if you
 
know you're going up against a node
 
that's
 
right next to a volcano you can probably
 
get gear with fire resistance on and do
 
better than average
 
exactly and those socketed uh
 
enchantments
 
can be exchanged uh uh out
 
as well they're not permanent okay well
 
that makes sense and
 
also the scale of the world is something
 
that i'm kind of curious about
 
so how long would it take uh on foot for
 
example i don't know if you can give me
 
like a ballpark on this
 
to go from the top left of the map to
 
the bottom right
 
so on foot that would take multiple
 
multiple hours
 
um the idea behind the world size is you
 
know between foreign
 
um you know to put that into kind of
 
context i guess
 
um if gosh what was the name of that
 
game
 
well if you if you take a look at the at
 
lineage as a as a world i believe
 
lineage was about um 400 square
 
kilometers
 
and it was a significant trek across the
 
the idea behind our travel systems
 
though that as
 
nodes develop you can get faster travel
 
but fast travel is very difficult to
 
attain you'll have to see a metropoli
 
of the scientific type and then that can
 
construct a building that offers
 
a a player fast travel
 
teleportation uh or airship travel to
 
uh nodes that exist with under its
 
vassal uh so
 
it'll a metropolis zone encompasses
 
about one
 
world uh size okay under its zone of
 
influence
 
so you'll have fast travel under that uh
 
scientific metropolis
 
but faster travel is things like
 
commissioning a
 
uh uh you know a thunder bird to take
 
you
 
not the car but yeah
 
an actual thunderbird an actual
 
thunderbird
 
fly you down to a node or a region
 
quickly so you'll have flight paths
 
exactly correct they'll be on a spline
 
groot and they'll take you across the
 
world
 
um the idea there isn't why doesn't to
 
me
 
because a lot of that i played in the
 
past
 
there is the zerg mentality and mechanic
 
where
 
you know any given guild that's a large
 
instantly port to a location and just
 
overwhelm the people
 
um the the no fast travel kind of
 
i think curtails that a little bit if
 
you get wind of a
 
fan on the and your guild is like oh man
 
we need to get there and everybody's out
 
in
 
parts of the world it should take some
 
time to move to that location
 
you shouldn't just be able to instantly
 
teleport yourself you want to go
 
and just overrun people so that fast
 
travel uh
 
gator is kind of uh gonna curtail that
 
zerg mentality
 
yeah that makes a lot of sense uh i i
 
know that happens in like classic wow it
 
happens
 
and wow a lot will players be able to
 
summon
 
uh to other locations like let's say
 
like yeah
 
yeah so there's going to be a friendship
 
mechanic that exists within the family
 
system
 
that will so there's a limited number of
 
family members that you can have and
 
essentially you'll be able to
 
on cooldown summon certain family
 
members so
 
the idea is that this is a longer cast
 
time uh and that you can slowly start to
 
spawn your family members now you can
 
only be ever be a member of one family
 
so it's important if you want to
 
coordinate kind of constant party or pve
 
groups
 
that you you know coordinate which
 
families you're a part of
 
so that you can summon out to different
 
dungeons and whatnot
 
okay so there is a way but it's very
 
limited
 
correct okay well that makes sense and
 
uh a couple of questions
 
is that uh when are we gonna get the
 
alpha
 
yeah yeah that's another
 
we announced the alpha one is the end of
 
the uh it's gonna be
 
um you know something right now that
 
we're in the middle of actually testing
 
we have uh next month we've invited
 
about
 
i think there's a little over 450 people
 
that are
 
backer to participate in the preview of
 
the alpha one client
 
um and then as we kind of go through
 
testing
 
uh the server infrastructure as well as
 
us
 
bugs and bay systems for the alpha one
 
that
 
um then we're going to start opening it
 
up to about 10 we have about 10 000
 
people who are scheduled for alpha
 
um so time frame for that was about the
 
end of this year
 
wow and and 10 000 is about the size of
 
one full server is that right
 
right so uh our for a server between
 
eight to ten thousand
 
now if alpha one we're going to be
 
mitigating that server concurrency
 
because the playable area is
 
significantly smaller than what the
 
whole world will be
 
so servers around 1500 to 2000
 
concurrency
 
yeah because it's only about 20 of the
 
world map
 
that's playable and that's going to be
 
happening at the end of the year
 
correct wow okay and is the game
 
the game isn't buy to play you just pay
 
a subscription and then you can play it
 
yeah so one of the things for me as a
 
player
 
that's really important is you know i
 
don't like
 
companies that try to nickel and dime
 
players
 
by having all three full of
 
play
 
i think blizzard austin whenever you
 
have pre-order packages that are up
 
but honestly you know you're not you're
 
you're not
 
losing anything by not purchasing those
 
packages because there's no pay-to-win
 
component in them they're just cosmetics
 
so you know i highly advise people you
 
know who are
 
skeptical or think you know i don't know
 
if ashes is going to be all it's hyped
 
up to be
 
wait until the game launches you'll be
 
able to see we don't have we're not
 
going to have an nda on out
 
i'm not going to have an indianapolis
 
you'll be able to see you know people
 
playing this game you won't lose out on
 
that experience
 
um but you know as a as a part of a gift
 
from me to the player base
 
i'm not going to charge a buy to play
 
there's not going to be a box price it's
 
going to be entirely just
 
a subscription base well that's
 
certainly a relief i i know
 
some games now they have a you have to
 
pay a subscription you have to buy the
 
game sometimes buy expansions on top of
 
that
 
and they have the micro transactions and
 
uh it seems like a bit much
 
yeah my philosophy is if you build it
 
they will come
 
and a subscription is more than enough
 
or a company
 
that is has a successful game under its
 
belt to
 
provide constant updates content
 
releases
 
uh and it really just creates a healthy
 
dynamic
 
between the player base and the
 
developers providing new experiences for
 
them
 
so it doesn't need to have a you know a
 
raking in on the buy to play front a box
 
price
 
that you buy a 50 expansion whatever all
 
the dlc and the expansions will part of
 
the subscription price
 
so um right now that's at 15.99
 
a month that we're going to be doing uh
 
when it launches um but you know one of
 
the things that's
 
that's really important to me and you
 
know i'm i'm funding the project myself
 
and you know we don't we don't have
 
you know this this the desire to be
 
transparent
 
is a double-edged sword um
 
you have to trust the player base to
 
look at things with a
 
a objective and understand that making
 
an mmo
 
is hard as fuck and making an mmo of our
 
size
 
even harder so um you know we want
 
players to be a part of that because the
 
good side of the sword is you guys get
 
to give us feedback
 
you get to give us input you get to get
 
on our discord server and chat with me
 
and other developers and you know tell
 
us your experiences as an mmo player
 
what did you enjoy what excites you
 
what are you liking about the
 
experiences you've experienced in ashes
 
so
 
far that's all so meaningful to us as
 
developers
 
as we go through the iteration process
 
from test period to test period
 
and we continue building this game are
 
all the animations
 
perfect during alpha no of course not is
 
the content got all the content going to
 
be there no of course not
 
you know is there still going to be a
 
shit ton of polish that's needed on the
 
game
 
absolutely you know that 4k video we put
 
out last month even though it looked
 
good
 
it's nowhere near what it's going to
 
look like when the game is near the
 
polish phase and it's going to be
 
actually ready for launch
 
so you know what i would advise i know
 
you got a lot of viewership and by the
 
way
 
i really appreciate you taking your time
 
even though i'm in the car
 
coming on here and chat likewise
 
opportunity just to tell people look
 
this is a process but
 
our ultimate end goal to make a product
 
of quality that we are proud of and that
 
you are proud of and that means
 
not rushing to market not launching
 
early
 
taking our time and building the things
 
that need to be built
 
you guys like what you're hearing on the
 
systems and mechanics side
 
trust us that's what's going to be built
 
and we're going to take the time
 
necessary to make sure it's built right
 
and that that's i think something that's
 
reassuring for a lot of people i
 
think that a lot of the vitriol and like
 
emotionally based concerns that people
 
have
 
really stem out of not being listened to
 
or feeling like they're not heard
 
so having a more direct wine with the
 
community and everything is definitely
 
something that
 
i see developers doing and whenever that
 
happens
 
you might have people that disagree with
 
the developers say but they can at least
 
respect that they're getting the
 
communication
 
absolutely that's 100 right i mean i i
 
like now that
 
more developers participate in active
 
conversation with the community
 
you know for me personally over the past
 
years of production five years since
 
i've undertaken the
 
intrepid endeavor you know my life is
 
ashes of creation i live eat breathe
 
wake up and you know
 
don't get sleep over over building this
 
game like my fellow developers
 
we're doing it to to make something that
 
players that we love in this genre
 
that love the genre like us are gonna
 
have been asking for for a long time
 
and you know having a company that
 
respects the players and their input
 
is you know not something that's seen
 
very often
 
no um and it's it's important to to
 
show other publishers and companies and
 
game developers
 
that there is a right way to engage your
 
audience and to know your
 
such not design decisions get influenced
 
by a board of suits
 
they're looking to make the bottom line
 
opposed to
 
creating something that respects what
 
players want
 
and that gives you the longevity and
 
retention that an mmorpg
 
deserves yeah i i completely agree with
 
all that i feel like there's always been
 
especially now with like you know these
 
companies being public
 
and making decisions for shareholders
 
and not players and i think this has
 
happened a lot with many games and like
 
many genres i mean you've seen it happen
 
with fallout i think that was one
 
uh wow problems and uh
 
to have things that are kind of by
 
players for players is something that
 
have you ever played path of exile
 
yeah look at the love that people have
 
for that game
 
absolutely that's a perfect example yeah
 
i mean you know i'll tell you this
 
i know that there's a lot of skepticism
 
out in the mmrpg community
 
in a whole not just about ashes but
 
about any new development yep
 
and that's because we've been beaten
 
time and time again with a stick
 
and we're like this hurt dog that is
 
like
 
somebody comes up to you with a freaking
 
beef jerky
 
you know biscuit and they're like here
 
have this new mmo and they beat the shit
 
out of you again
 
yeah and it i understand
 
that that is reason why a lot of the
 
of the jadedness and skepticism you know
 
comes out it's understandable
 
what i would say there's nothing more
 
motive to it especially on a project
 
like ashes
 
than to see the excitement from a
 
community about the design philosophy
 
and mechanics that we're instituting in
 
the game and if you have skepticism
 
just sit back and wait watch see what
 
happens
 
you know it doesn't shitting on people
 
is not
 
it's not beneficial to making
 
significant change in a genre we all
 
love
 
yeah i think that's one thing to keep in
 
mind is that a lot of us
 
you know we just really want to play a
 
good game that's really what ultimately
 
matters
 
and uh i mean like i i've always been
 
kind of critical about wow
 
and uh it's really good to see what this
 
game is shaping up into and i think one
 
thing that really
 
i i think i can speak for at least a lot
 
of people in my audience that
 
is reassuring is that it seems like a
 
lot of the ideals and the phyllis
 
uh the philosophy that you guys are
 
taking into the game is something that's
 
shared by a lot of players and not as
 
many developers and i think that's
 
probably one of the
 
most refreshing things to hear yeah
 
absolutely appreciate that yeah we're
 
excited well
 
yeah we are too especially now more than
 
ever
 
so thanks a lot for coming on and
 
talking about all this it really means a
 
lot to us
 
and for our community uh thank you very
 
much
 
and we are very anxiously waiting to be
 
able to play the alpha
 
thank you appreciate that buddy i'll
 
hook you up with that alpha i know you
 
messaged me
 
all right man all right thank you very
 
much to your community thanks for the
 
time but appreciate it have a good day
 
all right talk to you later
 
bye take care bye
 
dude so what do you think what do you
 
think dude
 
yeah what
 
listen if this game
 
comes out yeah with
 
everything that's been promised and
 
it's polished
 
wow i was done i don't think wow it's
 
gonna be done i'm gonna be honest like
 
this game's never gonna die
 
like but it'll be a good game to play
 
too
 
like i would love to have another game
 
that we could play
 
so i'll be honest i i hope guys that i
 
did a good job with the interview okay
 
um i really do obviously i tried to do
 
my best
 
asking the questions that i thought were
 
relevant uh there were tons of things
 
that you guys wanted to uh wanted to
 
have me ask
 
i didn't have uh uh what do i didn't
 
have a ton of
 
a ton of questions i took from you guys
 
but i do want to say thank you all
 
very much for uh for watching that and
 
uh also
 
for uh for being supportive i did a
 
great job well thanks i appreciate it
 
um i i did and um new man sky 2.0
 
well the difference between no man's sky
 
and this is
 
we actually have a play test for it and
 
uh also
 
the other big difference between no
 
man's sky and this
 
is uh this is being self-funded so there
 
aren't there isn't pressure
 
from uh like publishers there isn't
 
pressure
 
from you know microsoft for example to
 
push a product
 
so it's not really the same thing now
 
obviously i mean there are games that
 
could be
 
uh you know this game could be in in
 
development for the next five
 
years uh we don't really know hopefully
 
that's not going to be the case
 
but um if that's what it takes and
 
that's what matters
 
this has been something that we've been
 
waiting to hear for a long time
 
as mmo players or at least i can speak
 
for myself um
 
i i've wanted to hear what what what
 
steven had to say for a long time
 
it didn't really matter who was saying
 
it but he was saying it
 
and uh this has been something that
 
we've been looking forward to and
 
wanting to see forever
 
i mean i feel like we've been neglected
 
we've been
 
uh his analogy about us being like mmo
 
players being fucking
 
the dogs just getting the shit out of us
 
like that dude come here here's aon
 
here's another
 
fuck you that was that was so spot on it
 
actually hurt
 
a little bit no it really did it was it
 
was kind of sad wasn't it
 
uh are you backing a kickstarter yeah
 
i'll back to kickstarter uh
 
i will i absolutely will i think that
 
it's a good option
 
and you know i always talk about
 
supporting things and you know that kind
 
of stuff and i think that's the best
 
idea
 
is to uh to lead by example
 

Latest revision as of 13:15, 26 July 2020

Transcript

McConnel: l What do you think dude? If this game comes out

Yeah

McConnel: With everything that's been promised and it's polished, WoW's done.

Asmongold: All right here we go boys. Yeah okay man.

How's my how's my sound quality by the way I'm on my phone driving to Vegas and I'm like in the middle of the desert.

Asmongold: Surprisingly better than most streamers who make it a career to have their sound quality be pretty good.

[Laughs] Okay, perfect.

Asmongold: Well I wanted to say thank you very much for coming on and talking to us about this. I mean I think we all really appreciate it I mean like you I heard a little bit of your story about how you were kind of an MMO player who's been, you know, as many of us a little bit, maybe felt a little bit neglected and you thought about going your own way. And so this is something you've been working on how long have you been working on the project for?

So, yeah, actually, you know, I started my first MMORPG as a kid at seven years old when it was like 1992 six dollars by the hour to play on AOL it was Never Winter the first Never Winter.

Asmongold: Oh boy

Yeah, since then, you know, I played pretty much every MMO out of the box and, you know, the story for Intrepid and Ashes of Creation really stemmed from my last MMO that I was playing pretty heavily which was Archeage about six seven years agoand. I really loved that game like I felt it had a lot of great potential and I just got really fed up and upset with, you know, some of the design decisions and and let me know if I'm cutting out by the way but

Asmongold: It'll probably be off and on it'll be all right

Yeah, some of the design decisions really just kind of ticked me off and, you know, I had a very large guild in that game and I've had a large guild since I was one of my favorite MMOs I played back in like 2003 for many years was Lineage 2. A lot of inspiration I have for Ashes comes from like Lineage 2 (and) Archeage.

Asmongold:
A lot of people brought that up.

Actually, yeah, I thought Lineage 2 was a great game I really like non-faction based games that, you know, leave kind of the, you know, player agency to determine your friends and foes to the player. So essentially, you know, I was in San Diego. And San Diego is a great hotbed for developers, you know, we have a lot of studios around us we had Sony Online Entertainment which became Daybreak. we had, you know, Blizzard in Irvine we had a, you know, Amazon Game Studio and stuff so, you know,. I'm a pretty big tabletop gamer as well, I love playing like Warhammer fantasy and Warhammer 40k and a lot of the guys from Sony would play at my game shop and, you know, I was retired at like 29 and when I was fed up with Archeage and I said to these guys I was like "Hey, what do you think about making an MMORPG like I'll fund it let's try to hire a bunch of people and see what we can do". So, you know, we started like 2015, 2016 kind of white papering out all of the designs that I had for Ashes, you know, all the different systems that exist and about 2017 we went to Kickstarter not really as a means for funding, you know, I'm personally funding the entire project but actually to, you know, add some additional features but also mainly to get a litmus test on what the community thinks about many of our designs.

Asmongold: To see if there's a demand?

Exactly, yeah, essentially to test these this design theories because as, you know, and a lot of MMO players know, you know, there's been this kind of a paradiGM shift towards a mentality of everybody's a winner and there's no longer a risk vs reward type of design philosophy and.

Asmongold: Yes, we've heard of that.

And that's I can't stand that, I mean, it makes me. It really undermines what the genre was meant to be and that doesn't go to say that there shouldn't be systems that are made for casual players and systems that are made for hardcore players. You should have a diversity of progression paths but, you know, I really got upset with that. So we really wanted to make sure that these ideas resonated with the MMORPG genre. And that's, you know, what we did with Kickstarter was very successful, and that's when we started to really ramp up in the number of developers and and the size of the studio and really started making significant progress in production. So we've been in production now for about three years ever since Kickstarter and, you know, we have, over 60, over 65 developers that are here in San Diego with some that are, you know, outside elsewhere

Asmongold: WoW

in the world and then we're ramping up right now we just launched another hiring phase with 24 positions available at the studio that we're promoting.

Asmongold: So whenever you're talking about the Kickstarter and the kind of feedback that you guys have gotten is there any specific feature in the game that was actually kind of thought of by people in the Kickstarter or are these just kind of all ideas that you've come up with and just different people have enabled them to happen?

Yeah there really wasn't ideas that we took so to speak from a system or mechanics standpoint from Kickstarter all of these designs are, you know, essentially designs that I created as as kind of inspiration from the many MMORPGs that I played in the past each of which, you know, contains some, you know, reference to maybe a system that is in Ashes that I thought did well and I just thought why not combine all of these systems together into a game that represents a wide array of player ability to kind of focus in the direction and progress in a direction that they want.

Like blizzard on crack dude

Yeah exactly I mean that that's something that we're obviously we still, you know, providing a truly PvX kind of experience.

Yeah I mean that's one thing that I was really kind of excited to see. And this is something that I really liked about Classic WoW. For example is that you had people who basically their endgame was doing professions and with BDO you had kind of the same thing where you had players that were PvPers and PvErs and then you also had people that were working inside of the community of the game kind of like, kind of carving out their own gameplay experience. And I feel like professions are playing a very big role in Ashes of Creation. Am I kind of right about that? I've seen a lot of stuff about it.

Yeah so the profession system is intrinsically tied to what is called our artisanship system. So the artisanship system really contains three branches of focus. Okay, gathering, processing and crafting. Essentially the gathering is focused really around the blacksmithing profession your ability to craft tools that essentially better your ability to collect raw resources in the world to harvest them. they grant you access to higher grade resources, they increase the chances of proccing rare materials are out of, excuse me, rare resources out of the harvesting nodes. And then the processing is based kind of around your freehold system with essentially establishing the infrastructure for processing those things on your freehold parcel. And that's like building blueprints of smelters or of stables for the animal husbandry profession that kind of thing.

It's kind of like middle professions?

Right! Exactly. And once you process those raw gatherables into craftable materials that's when the crafters come online, and their main focus is to acquire recipes there are limited uses to recipes the more rare the recipe is and there are and that's tied intrinsically into node progression so as nodes get higher stages it unlocks crafting stations that can be constructed so that the crafters who get their processed goods from the processors who get their raw materials from the gatherers are able to complete a finished product.

So there's like a it's an assembly line effectively?

Right, exactly. The key to making a successful crafting system is including interdependencies that exist within the system that people are required to excel and progress in order to facilitate that assembly line

Yeah I totally agree with that. I think that's one of the best things about the game it's one of the things that I've kind of disliked about WoW is the fact that people can kind of do everything all by themselves. But how many professions can you have? You can only be an artisan in one profession at a time is that right?

So as you progress in one of the three branches of the artisanship system with your with your gathering, processing or crafting abilities it unlocks access to certain professions that then you have a secondary progression path and based off of your performance in creating that profession's specialty. So think of it like a tree the higher you go up the tree the taller the branches that you have access to, those branches are essentially the professions

Okay that makes sense. And so I did see one element of it that I was a little bit. I'm actually curious about how you're gonna be able to balance this. And that the profession gear is going to be equivalent to the raiding gear.

Right. So essentially the crafted gear is going to be on par with what legendary drops will be. And the way you kind of accomplish that is, you know, the drop tables that exist for world bosses or dungeon bosses they have a RNG chance of dropping completed item.

Yeah

You know, complete, totally finished items. However they have a higher chance of dropping material components that are necessary, and unique recipes, that are necessary in crafting those, on par gear.

I see.

So, yeah, so the idea is as you're completing this content you're not only fueling the opportunity through the drop table system to acquire completed boss gear, but you're also adding additional materials that go into supplying the master artisans with the ability to craft this gear as well.

Did you ever play Classic WoW?

Yeah, I played classic WoW.

Onyxia Scale Cloak, is that it?

I really honestly didn't get into WoW too much.

OK

And the reason why is because WoW launched around the same time as Lineage 2 and, you know, I really just wasn't a huge fan of the faction-based system, you know, often times I found myself disliking my own faction more than I disliked the enemy faction I was told to fight.

Yeah I can relate.

I kind of, you know, felt in Lineage there was an opportunity there to more have more guild driven politics, more player driven interactions and I kind of got hooked on Lineage in that regard. So I didn't play WoW a lot.

No. I can I can understand that I think that the same dynamic happened in Black Desert and I can totally understand it. It was really fun in there too. So like for example with the profession gear let's say you kill a dragon and the dragon can drop a dragon tooth but you can also get dragon scales from the dragon and you use the dragon scales to craft like a shield or something?

Absolutely correct. So there's going to be multiple material components that are capable of being dropped from each raid boss and dungeon boss. And those components will relate to a specific type of craftable gear.

Okay, and that's where the high level craftable gear comes from and these high-level bosses, and these like world bosses and everything, these are all in instant content the highest level?

So not not all of them there are some that are more story related that get instanced, but 80% of the content that will exist in Ashes of Creation is open world, and there's a specific reason for that. So because of the way that friendships and or enemies are forged in the game and people have the opportunity to create, or, you know, their own friends or foes we want that to play out from a contesting standpoint as well. So a lot of these hunting grounds or raid bosses that people are going to have opportunities to kill they're going to be essentially contested, potentially, by your enemies that you've created in the game, or you can work together to create alliances in order to defend those contested zones.

Oh yeah. We have that now in Classic WoW. It's very, very drama-driven, but it's also very social, it is extremely social and that's a big positive.

Absolutely. I mean the social component of what MMORPGs as a genre are supposed to be have kind of been lost over the years in my opinion. Over the past decade as many of the designs are more related to essentially creating these safe spaces for players which don't create a lot of soft friction and I don't like the idea of that I think soft friction is an important component of making people emotionally invested in the outcome of events in games. That's an important part of why we play games. And some of the best experiences that I've had as an MMORPG gamer have been not related around the curated content by the designers but instead by the unpredictable player driven encounters that, you know, nobody could have predicted. Like I remember in Archeage, you know, I had a great time my guild was fighting almost the entire server. And we had literally, and I'm not exaggerating here, we had a 24 straight hour fight where I went to bed in the middle of the fight for like three hours and I got back up and got back

Holy Shit

into the command chair.

WoW

And it was all over the Kraken raid boss that the server was trying to prevent us from doing. And that, I mean, those types of events live with you. I mean yes-

Yeah

-they're gated around the content but they're player driven events.

So I guess, probably, that experience is what caused you to have the sieges be it dedicated times during the day?

Yeah, so I think it's important that, you know, for players, we. I mean we work hard so that we can have the free time to come and enjoy, you know, what we like with MMORPGs and it kind of sucks if, you know, somebody can sneak in a castle siege at 2 A.M in the morning-

Yep

- and, you know, you're not up and your friends are up and that's a really shitty experience so, you know, kind of the way we're going to structure the server shards is essentially when you come into the game you're going to have a time zone that's appropriate next to your server that you choose and that's going to reflect essentially the windows in which some of these key systems can operate. So like, say for example you want to declare a siege against a node, you'll complete that quest to get the siege scroll when you get that siege scroll, the applicable time that you can declare the siege will be between you know, 3 P.M and 7 P.M eastern time if you're on an eastern server

Right, yeah. Okay, well that makes a lot of sense. I think that's probably the smartest and best way to do it for the same reasons that you mentioned too. So whenever you're talking about like this PvE content like, what's kind of the difficulty level of that content and how will, it is. Like is the game meant to be like with World of Warcraft nowadays there's a heavy emphasis on like content that's very challenging and very hard, is that something that you're really looking to emulate in Ashes of Creation or is it just gonna be mainly a social experience with difficulty that's kind of created primarily through the friction of other players.

Well I think. So a hundred percent, our objective on the PvE front is to create encounters that have varying degrees of difficulty that are determined by your performance as a raid or group. So essentially as you're progressing through, let's say, a raid environment, a dungeon and you're beating the first and second and third boss before you get to the final boss your performance at those stages will dictate the AI's performance against you at each subsequent phase. That's kind of the idea behind the varying difficulties, now based on your performance, and the varying degrees of difficulty, will also influence the drop tables that are used when you complete that content as well. So the better you do the better opportunity you'll have from a gear and drop standpoint also.

OK

Now, that's super important because, one of the primary driving forces that I've experienced as a gamer in MMORPGs is that gear-chase, and the reason people have a gear chase comes down to performance essentially right?

Yes

And that performance can either be dictated by your PvP experiences whether that be castle sieges or group PvP whatever, or it's dictated by the ability and drive for you to complete content at a degree in which you have to get the benefits that you want right.

Yep

So we want to make sure that there's is difficulty that's reflective of the desire to get best in slot items and that's a very important component.

So like for example: Let's say you do the first boss and if you kill the first boss within 30 seconds, then the second boss gains more health and it drops better gear and if you kill the second boss within 30 seconds then the third boss is even stronger? Is that kind of so, okay.

That's sort of that's a very simplistic way to look at it.

Yeah

I would say that is accurate to a principal standpoint but really what happens is, Our bosses have specific AI behavior trees and blackboards that they use in order to determine the types of skills that they're going to show during an encounter. The type of thresholds on their health pool that instigate either rage mechanics, or different types of environmental hazards and strategies that become online all of those things are kind of predicated in an overarching AI manager for an encounter like let's say that that dungeon where you described. "Hey I killed the first boss in X amount of time now the second boss is AI behavior tree number three on the scale or number five, you know, it kind of increases.

So it's dynamic difficulty in that way?

Exactly!

Okay and does this does it also scale with the amount of players so like for example if you go in there with I think the numbers were 8, 16 and 40. Are you encountering the same bosses at eight players as you are with 40 or are there certain bits of content in the world that are exclusive basically for large groups like 40 and above?

So we're not going to be incorporating scaling into the encounters and the AI essentially.

[Asmongold does hallelujah emote in his chair]

You're going to have designated encounters that are intended for 40 man groups, you're going to have designated content for party groups, elite monsters, and then you're gonna have designated solo encounters, right? The idea there, you know, I'm not a huge fan of scaling-

Same.

I think that kind of diminishes your achievements and if you're always fighting the same difficulty level it's a monotonous experience and it kind of sucks so, you know, that's why we have statically designated types of content.

And so that actually leads me to another question I have with leveling. So whenever you're leveling out in the world the time frame that they gave, and that, Lazy Peon gave was 45 days playing four to six hours a day is that accurate or where would you kind of expect it to lie?

Yeah I'm always hesitant to, you know,

Yeah, yeah, I get that.

to have answered that in the past because I don't want to give people the wrong impression but I would say this safely. A lot of games are are built around very fast progression and, you know, our philosophy is: There are many different progression paths. Not everything is tied to your adventuring class, and leveling your adventuring class. There's advancement within societies of nodes, there's the advancement of the nodes itself, there's the advancement of your artisanship classes and gatherables, there's advancement within the religion system, there's advancement that is in exploration, there's a lot of different things that players can do to progress. So it kind of, you know, to kind of tie it all back to just the adventuring class and being able to get max level in a week that's not going to be Ashes of Creation. Ashes of Creation on the adventuring class side will require some substantive dedication in order to level up, you know, we want to get back to that more nostalgic kind of design philosophy where your your investment in your character is meaningful and not everybody is going to get a participation reward.

Well that's certainly a relief. And whenever you're leveling up, so you're going from like, there are zones that are for instance level 20 zones that if you go to level 30 those mobs are still level 20 and if you go there at level 10 the mobs are still also level 20?

So actually there's a unique component, you know, the biggest thing that sets Ashes of Creation apart from pretty much every MMO that's come before it, is that as nodes, you know. Nodes are the primary world building mechanic in the game. You go throughout the world you do your normal MMO things you kill monsters, you do quest-lines, you gather goods, whatever. As you're doing that you're collecting that experience and you're in a node somewhere, collecting that experience as well, and as the node advances in stages at each stage it's actually changing the spawn tables around it. So you have dedicated points of interest that exist around each of the node locations, and as the node advances it advances the level of the mobs in certain locations so that those areas remain relevant. One of the biggest problems that MMO's, you know, have that I've experienced in the past and the reason, partially, one of the reasons why I wanted this system in place. Is because you always have these starting areas that were empty, worthless and had no relevance after an initial launch, right?

Yeah

Or a new expansion lauch. And that's kind of one of the intrinsic problems with MMOs it appears to be like. From a new player acquisition point MMOs don't typically fare well, from a retention standpoint they tend to fare better than most. So how can we kind of solve that problem? One of the ideas I had was with the node progressing and unlocking new content, that maintains relevancy of those zones so that new players come back and the reason why it's important, excuse me: not new players, high level players come back. And the reason why that's important is because one of the problems of a new player joining an existing MMO is: There's no social experience because of those empty starting zones, Everybody is always max level.

there is nobody there. Exactly! So one of the ways we kind of solve that, is: If the primary source of new content is the node system then, you're always going to have these nodes that exist near the starting areas for players to kind of get introduced into societies, religions and guilds and whatnot. And still have the relevant monsters and quest-lines for them to progress, but there's going to be, you know, higher level end game characters that are present at the node as well for them to get inducted into, you know, guilds or whatever.

So like for example, I don't know like how close this is but I'll give you like a scenario and just let me know if this is, you know, if I'm hot or cold here so like imagine: There's like a mountain and then if you're mining in the mountain eventually you start finding, you know, small little like fire salamanders and then you, you know, advance your note a little bit farther and now you're seeing, you know, medium-sized drakes and then you announce advance your note even further and then there's an actual dragon inside of the node.

Yeah, exactly!

Is that pretty much how it works?

Not only that but it's a little bit better as well because the way we spawn nodes in real time, as those assets come online. Sorry about that I was getting a call.

That's alright.

As the notes come online, points of interest start to manifest as well so you might be mining at that node fighting a little fire salamander, and that fire salamander might stay there when the node progresses but, next to the mine you were mining a dungeon has now appeared basically the entrance has opened up because some archaeologists are attracted to the stage three node, right?

Yeah.

And now that dungeon has relevant content for higher level people, so you as and the content that you're experiencing with the little fire salamander might remain but as the as the spawn tables progress and points of intereststart to come online for content now new players are going to come and be attracted to that to that stuff, yes.

Yeah that sounds really good. And there's one thing that you said too that did kind of spark my interest. There are religions in this game is that right?

That's correct there are six primary religions as well as an under-realm religion that players can progress in. And religions, societies like the Scholars Academy, Thieves Guild they all have progression in rank and title so as players, essentially, players have to choose which religion they're going to be a part of, they have to choose which society they're going to be a part of, they choose which guild they're going to be part of. As you choose those things there is progression within those societies that are quest-based, as well as objective-based. So essentially like, you know, the Thieves Guild may want a specific book from the Scholars Academy and your node is a patron node of the Thieves Guild. So that's the only society it has available to it. you're a member of that Thieves Guild, you receive an objective that many players receive as well, to steal the book from a nearby node from their Scholar Academy building. Scholar Academy buildings are going to be flagged to kind of encounter and see you, and they can try to stop you. But if you're successful you get experience and you also get notoriety within the organization that grants you access to special shops, titles and abilities that come online during either node sieges or different types of events.

So are these different religions? I mean I'm sure there's a real life parallel to this as well. But are these different religions and guilds not necessarily guilds but like different organizations like the Thieves Guild and everything like that. Are these going to be put at odds with each other through mechanics in the game like via PvP, or is it just kind of something that plays out narratively?

So the guilds will have the opportunity to be at odds with one another through the guild wars system, but they'll also have the ability to be friends with each other through the alliance system. The societies which are more NPC driven, those will have, those will be predicated on the relationship your node has with surrounding nodes. So part of the mayoral duties is to maintain diplomatic relations with nearby nodes and that flags the citizens, you can only ever be a citizen of one node, and that flags the citizens as; either being at odds with the citizens of a nearby node, depending on that diplomacy, or allies of the nearby node citizenship, so you could either be flagged for battle for a period of time, if there's a war, or you can participate with one another in certain events. So the way that relates to those societies is based on that diplomatic relation that's set by the mayor you can have either cooperative quest-lines that introduce players of other organizations, or you'll have adversarial quest-lines such as the stealing of the book that I described before.

Okay that makes a lot of sense. And so basically all of the kind of forced hostility like where you see another player and they're hostile toward you and you can attack them all of that is opt-in? Like you opt in to make the decision, like who you're hostile with?

Yeah that's correct. So there's no there's no forced hostility. So essentially the opt-in can be delegated either to leaders or to the individual essentially. Let's say you're a part of a node; As a citizen and the mayor decides that they want to go to war. I don't know how this happened but my seat cushion heater got turned on I was wondering why I was like firing up.

Oh shit.

[Laughs] I was like it's like 120 degrees outside and I'm burning.

Yeah it's the wrong time if you're in Las Vegas.

[Laughs] No, to answer your question it's a it's an opt-in system sometimes that opt-in is delegated to leaders like the mayoryour guild leader, but essentially you will always have the option to leave either that organization if you don't agree with the leadership, or to vote them out through the election system of the of the mayorship systems.

Yeah that's something that, you know, as a streamer I'm worried if they're going to vote for me or to vote me out. I'm certainly curious about that.

The cool thing about the node system and its government stuff is that; there's four types of nodes essentially there is the; democratic type: which is called our scientific node type, that's where the election method is by by voting. There's the military type: Where players receive a champion upon becoming a citizen and they can level that champion up through doing quest-lines and they can grant the champion gear. And then they participate in gladiatorial arenas to see who the victor is and that victor becomes the mayor. The divine node types have a quest based kind of merit system where the more questing you do for the temple of the node, the like more likely you are to become mayor at the end of the election cycle. And then the economic system is more an oligarchy kind where you contribute resources and gold to essentially bid, for the highest bidder to become the mayor. So not always is it going to be through popularity contest that's really just

I love that.

-scientific system.

I think that's really good feature: because you're going to have some people that can just, you know. Like if you have. Like let's say one guild that's completely dominant on the server you're gonna know that these people are always going to be in charge but if there's different paths to progression, that kind of makes it at least a lot harder for that to happen.

So that's right and not only is it absolutely and not only is it harder but, you know, I've always found in games that have non-faction based more guild driven dynamics that: Having a very powerful guild on the server is really almost always temporary. And either there's infighting that occurs or internal politics between the alliances, or some other guild rises to fight. And I think that's kind of it replicates that dynamic of good vs evil type struggle, where people become invested. Now obviously if the mechanics and systems of a game are built in such a way that they do not provide some rails to how far a dominant guild can go to ruin the experience for others then, it's a bad design theory. But if if the designs are maintained in such a way, such as in Ashes of Creation, where there is success that's demonstrably recognized through the advancement of that particular guild but, you can't go as far as to ruin the game for other players so to speak you can definitely manifest your power, but you can't just at every end stop progression for other players that's an important inclusion in an open world type.

And that leads into the whole corruption mechanic.

Right

Yeah and so the way that works. My understanding is that it's kind of like the more that you basically kill other players the more hostile you become towards the, not only other players in general, but also towards the NPCs as well.

Right so, you know, I took a lot of inspiration for the open world flagging mechanics from Lineage 2. I thought that Lineage 2 did a great job in balancing both allowing the agency for players to kind of make rash decisions out of either, you know, extreme anger or whatever, as long as there's a downside. So the corruption mechanic is really designed in a way like if you see somebody out there and you just hate this person and they've done something to you that's wrong or they betrayed your guild and dropped with some boss loot or whatever, you know, the standard, you know, drama that happens in MMOs that makes it fun. Yes

And you want to kill that person, you know, you have the [Steve get's connectection problems]

He's still in call. He's driving, so.

as long as you understand that as concept because there is normal. yeah sorry go ahead.

Oh no, you just cut out for a couple of seconds, i was just letting you know.

Sorry about that. So yeah the corruption system, so basically the way it works is: There's a standard death penalty. and that death penalty allows you to, upon death acquire a debt experience and that debt experience can impact your normal gameplay by either diminishing some of the power of your skills if you accrue too much, and the normal death penalty that you accrue is actually halved if you fight back. So if you're rolling up on a person and they're not flagged and you're not flagged you can attack them you will become a combatant, they will still be a non-combatant, if they fight back and they die as a combatant you lose half of the normal death penalties you would normally lose. So we're incentivizing consensual PvP. If the player were to kill you and you did not flag back, you didn't fight back, and you were still a non-combatant, they're gonna gain a corruption score. And that corruption score multiplies their normal death penalties by four times. It also increases. It also adds the opportunity for them to drop completed gear upon death and it flags them for the bounty hunter system.

From thier character? They drop gear from their character?

That's correct.

WoW.

Yes, so they can drop equipped gear if they're corrupt. Now that's a conscious decision that that player is making to become corrupt though, so it's again, you have to weigh the cost-benefit ratio there and the idea s that if you gain too much corruption, meaning you try to turn into either a PK character or something along those lines, you're going to be eventually at some point you're going to be combat ineffective. Not only are you going to potentially lose your gear significantly more but you'll also have less impact from combat skill percentage standpoint. And then additionally for corrupt players there's two ways that you can essentially lose that corruption when you die you lose a significant portion of the corruption. If you go and you hunt, and you gain experience that starts to diminish the corruption you have as well so at that point it becomes kind of a cat and mouse game because you're present on the map for bounty hunters and because there's limited fast travel in the game, kind of really just determined by metropolis, they're gonna have to travel out to you and you're not gonna be very easily able to you know, scroll back town so to speak, as you would in other games. So that cat and mouse relationship provides benefits to the bounty hunter if they successfully kill corrupt players but it also allows the corrupt player to fight back against the bounty hunter, and the bounty hunter is always flagged against the corrupt player so the corrupt player can fight back and kill the bounty hunter without additional detriment. So it's like yeah. It's a cat and mouse game. Okay well that's pretty interesting. Is there. So you have to do a lot of PKing to start actually losing this kind of this stuff right like your combat effectivness and all?

Right. Yeah, not only is there do you have to do a lot of PKing that are consecutive but, if you have a number of PKs on your record without going through, you know. We haven't really described this to the community yet but there is a method by which you can lower your previous PK count so that it doesn't exacerbate the next amount of corruption you gain from the system but corruption you also gain more if you have a lot of previous PKs as well so it's a cumulative. It's like a karma system almost?

Right.

Okay and so you do have like guild sieges and all that kind of stuff and all of that is completely outside of the corruption system because it's consensual?

Right the corruption system only applies to open world flagging. all PvP events that are contained within opt-in systems such as; castle sieges, node sieges, caravan caravan fights, guild wars and node wars. Those are all self-contained within specific systems that don't utilize the flagging system and do not utilize the corruption system. Those are where you automatically become combatants against the player pool for the defense or them attacking side. And so, going over to like the way the housing works the freeholds effectively are just player housing out in the open world is that right?

Right. So there's three there

Okay

Yeah there's three types of housing: There's an in node static housing which are open world housings that are, you know, they come online with each advancement of the node. There's apartment systems which are instance housing that essentially, you know, you must own a house within a node zone of influence or within a node before you can become a citizen of the node. So those instance apartments kind of grant the ability for players to become citizens of those nodes they're statically, there's some that start but then also, player, mayors get to elect construction sites which are public work projects that the citizens can participate in they can grant, you know, resources to those buildings and he can construct additional apartment buildings, he can construct advanced crafting stations, he can construct the diplomatic buildings, marketplaces, auction houses, all depends but then the player housing, the third type is the freehold system. And the freehold system is one per account, it grants you a large parcel of land which you must then collect blueprints for and then collect resources to build those those buildings. And that's really kind of the processing plant of each player they'll be able to take raw resources that they either purchase from other people or that they acquire themselves and they'll be able to process them into material goods that can be then used for crafting. Is there going to be something like a effectively guild freehold like something larger like a castle?

Correct. So guilds advance and level, and the way guilds advance in level is through specific quest-lines that are attributed to the guild members that they must participate in and or achievements that the guild can achieve. When they advance in level the guild has the opportunity to allocate guild skill points in their skill tree, to either allowing them to include additional membership or, to focusing passive abilities that the guild members can have as a benefit of being in the guild. So essentially what that allows is guilds can either be more focused into kind of elite teams that are smaller that have specific objectives during these large encounters. Like castle sieges and whatnot. Or they can be more on the higher member count side. And essentially-

Zerg vs Protoss.

Right, exactly. And at a certain stage of that of that guild advancement there comes an opportunity for the guild to elect to own a guild hall freehold. So essentially what that does is it grants the guild leader the additional opportunity to follow a quest line for a guild freehold plot that he would be the owner of but the guild has access to and can contribute towards. And that allows them to build a guild hall out on a freehold system. Also they're static in node guild halls as well which come with different benefits and opportunities.


Okay, yeah, that makes a lot of sense, and that's one of the things that I know that McConnell and I talked about is like how how large could these things be and so you'd be able to pretty much destroy them if and you can destroy guild freeholds too? You can assault guild freeholds?

Right. So the way that destruction works is as nodes advance there are quest systems that are relating to achieving a siege scroll essentially. And players can undertake that quest they can acquire the siege scroll and they can then lay the seat scroll down to declare a siege against a specific node, and depending on the stage of the node will determine the quest line required and the additional resources needed to reflect kind of not only the amount of effort it took to build that node but that should be somewhat equitable to the amount of effort it takes to siege that node, right? So once the siege has been declared a server message goes out that tells the server: "Hey, you know, in x day's time there will be a siege at this time and all of the affiliate, all the alliance nodes with that node become automatically registered defenders for the siege and they will be flagged as as defending combatants against the attackers and any player who's not affiliated with an ally node of that node can come and register to attack against that against that node. And what happens is during a two-hour period of time there's a central objective that players must participate in: The defenders must run the clock out, or destroy the headquarters of the attackers. And the attackers must gain access to the city kill the quartermasters which increases the respawn time of the defenders and decreases the respawn time of the attackers. And then they must reach a center point where they cast a five minute cast that's channeled, and can't be interrupted by CC but can be interrupted through death, on a central flag that exists in the in the node. If the attackers are successful: what happens is the raw goods and the processed materials that are stationed within that regional warehouse that players are using become lootable: A portion of it is sunk, and then a portion becomes lootable to the attackers. In addition.

So you can steal their stuff?

You can steal raw gatherables and processed goods correct, you can't steal completed items or potions or equipment-

WoW

but you can steal the raw gatherables, but the more important incentive is that as over a guild's lifespan, excuse me, over a node's life span they have what's called a reliquary. And the reliquary is a building within the node that houses all of the accomplishments, the achievements the unique, and legendary items that the that the node has achieved that the citizens have access to for different crafting things and it destroys the reliquary and access to limited use of those reliquaries are granted to the attackers as well. Now, if the siege is successful the buildings inside are destroyed including static and node housing and the apartment buildings. It's not going to be tedious for the players to essentially go and find a new node and they can save their, you know, furniture layout and they'll get their furniture mailed back to them so they're not going to lose that component we don't want to make it, you know, too tedious to kind of get back up and running again because, change should be a common theme in Ashes through the destruction and siege mechanics. But on the freehold side after the siege is completed and the attackers have won. There's a two-hour window where the attacking, the marauding kind of barbarians, can go out into the open world where the zone of influence for that node was was relevant and can attack the freehold systems. now players will have the ability to defend their freehold and if they survive that two-hour window of destructibility, they will have a grace period where they can wait and see if another node pops up that they can exist under and if they do successfully get another node risen in that grace period then they'll fall under the tax purview of that node.

Okay so you either get all your shit destroyed or you have to pay him?

McConnel: l Jesus

[Steven Laughs So that's pretty much how it works. Okay so it's like basically like, you know, like a real life the old marauders raiding, you know, like different cities right after they destroy the capital they go and they attack the, you know, out which is.

Correct and one of the big things, one of the big targets for players will be during that time is housing. One of the biggest benefits of housing is that it offers you a separate depository, separate warehouse system, where you can deploy chests in the housing, right? And the freehold systems have superior type chests that can be granted, they also store the pro the processing raw materials takes time within the processing plants those buildings that you construct on the on the freehold. So during the declaration of a siege that declaration period that might might last three to five days depending on the size of the node the ability to remove raw goods and gatherables or resources, oh excuse me, materials from the storage containers is suspended you can't do it until after the siege.

Yeah

So if you know there's some like legendary, you know, there's a guild hall out there with a shit ton of materials and goods that you know that guild has and you want to surprise them with that declaration and you succeed. Your next target is to go destroy that guild hall, so you can then also loot their their chests.

And this is the size of this goes up to 250? on each side?

So that's for castle sieges. There are five unique castles that exist in the world, one per economic region and they exert control and taxation rights over the nodes that live under their region and they also have unique benefits from a crafting and from a crop rotation standpoint, as well as unique items and equipment and abilities that are granted to the host guild that owns it. And essentially what happens there is guilds go to register to attack those castles and it's a 250 vs 250 player encounter. Now that's really easy to accomplish, you know, we have we have a great veteran team of developers many of whom came from Planetside one and two and as you'll know Planetside, you know, two hosts the largest concurrent online battle of over a thousand players in a single areand we have the lead programmers from those games so, you know, we feel very confident in the custom back end that we've been building under unreal engine 4 that will be able to facilitate that part of the, you know, the whole debacle, and we got a lot of shit for it, with apoc was to essentially test these systems and luckily during that testing period we did discover that there were some architectural issues with the things that we were developing, if we had waited until later in the testing cycle after systems have been built on top of those foundational architectures it would have been a whole different beast to kind of to fix. So luckily we discovered it early through that testing method and, you know, we were able to fix it and we have been demonstrating, you know, thousands of NPCs in a single zone along with hundreds of players in our recent alpha 1 preview testing.

So you're confident in having 500 players in combat simultaneously being able to do a castle siege with minimal lag?

I will tell you this: We are extremely confident on the 250 vs 250. Right now we're trying to push it to 500 vs 500 but I can't give any promises we'd be able to achieve that. On the 250 vs 250 front we're very confident on.

Holy Shit

There's some very specific culling algorithms that we have applied to essentially the not only from the client side where-

Spell effects and stuff?

rendering issues. Yeah. So there's scalability on spell effects, there's default player appearances to help rendering on the client side but more importantly on the networking side, determining net relevancy and hosting specific players across distributed services on the server side is a new type of architecture that we're employing for Ashes of Creation which will help facilitate those larger battles. Okay, yeah, I think that makes a lot of sense. The castle sieges especially from somebody like. I love seeing those gigantic battles like the Planetside ones the EVE online battles and just seeing something like. That that's what really kind of inspires me to play the game and so with WoW, they've had a lot of problems with that and I'm really glad to hear that because that's one thing that really makes an MMO, you know, the first M, massive, you know, you have a lot of people in the same place.

Yeah I mean that's one of our core tenants right is kind of putting that massive back and massively multiplayer, you know, some of the most fun that I've had in the past even though it was a slideshow shit fest for a lot of games and it's no fault of the developers it's just technology hadn't caught up by that time right. Is is those massive battles are a lot of fun -

They're fucking awsome

you're in this brawl, where you don't know what the fuck is happening, And you're like, you know, having fun trying to coordinate, you know, the strategy for hundreds of players all at the same time as a leader or making sure that your group's doing the right thing those types of things are what make those experiences memorable.

Oh I still remember shit like that that happened to me 10 years ago. And so I can totally understand that and speaking of scale like what would be I this is kind of like an odd question what would we expect to see in terms of like large-scale monsters like are there gonna be Krakens in the sea I like sea monsters, right, so i wanted to ask about that?

So absolutely so another core tenant when it comes to the immersion of the world is; that this is a grand lore game and by grand I mean that: there were monolithic and megalithic civilizations that existed the dungeons are tall and wide and expansive I mean there's a we released a 4K video last month of about two hours of uninterrupted unedited gameplay and at the end of that video you can see, you know, some of the dungeons that we're going through and that and one of the one of the lower bosses that is a pyroclastic dragon essentially- Yeah

and they're I mean they're massive, they're huge. I mean there's one boss that is, you know, this kind of like half treant dude and you're like the size of his toe[Laughs]

Oh jeez, OK so

It's a lot of massive stuff.

What kind of what kind of seafaring content? I saw that there's going to be, a there's a profession for shipbuilding, so what do you get on your ship so you sail out on your ship what happens?

So ships are similar to caravans in the sense that there are components that can be built through the shipbuilding profession that enhance either the durability of the vessel or a caravan the ability to move and change directions rapidly, the speed that it has, the hit points that it has, the offensive abilities that's really the shipbuilding component. On the naval front, you know, the idea there is that you will have the ability to acquire different types of blueprints for ship construction those class of vessels will exist from a personal vessel, to a group vessel, to a raid vessel so large like galleon type ships. And there's a lot of content out on the ocean not just from a raid boss standpoint like, you know, large monsters like, you know, Kraken related or more lovecraftian type.

Yeah like a giant squid.

Yeah right exactly and there will be there will be required some significant coordinated efforts among multiple raids to down some of those raid bosses, but also there's going to be underwater dungeons and underwater kind of mounts that players can have as well so you're going to be able to acquire these different ships that are going to be relevant to different experiences and different encounters.

Well that's certainly. That sounds fucking awesome. I'm just going to say it: sounds fucking awesome. Are there going to be islands out there in the sea that you can go and like kind of.

Yes!

Oh really. okay yeah.

So not only are there islands that exist out in the sea that have, you know, either dungeon content or, you know, you can place freeholds on, if it falls into the purview of a coastal nod. But also nodes that exist along the coast will change the spawn tables of the content out in the water as well. And those can attract specific events to that node, so the node will hook up to a point of interest that is essentially its harbor and that harbor will have specific quest-lines that relate to out on the ocean and the islands that exist out there.

Okay. So it's like for example: If you have like an oil rig and then the oil rig pollutes the water and then like the animals out there turn like more corrupted and more powerful or something like that?

Yeah something like that. I mean not

ot so much not so much the pollution but something similar?

Yeah, exactly. Corruption is the primary theme within the world, you know, the lore behind-

Right, right, yeah

that you're essentially coming back to a planet that was the home of your ancestors and they were driven out during the apocalypse, by essentially the primary antagonists the ancients and the others that exist these evil gods and and the initial creation of the gods they come to kind of defile and pervert all of creation, and they drive your ancestors off this planet to a planet through the divine gateways called sanctus and then after thousands of years the portals open up again And that's where the races come from, it's the different portals.

Exactly

Yes

Right

Okay can you buy like, is gear soul bound in the way that like once a character obtains it or equips it they can't trade it to other people or could you hypothetically buy a best and slot helmet or sword?

So the vast majority of gear that exists within the economy of Ashes of Creation is not soul bound. And the reason for that is because the crafting mechanics as well as the decay mechanics that exist require not only the deconstruction of gear but also the constant resupply of base mats in order to repair that decay. It's not going to be some, you know, bullshit small gold compensation that makes a really irrelevant decay system. It's actually going to re-invigorate the demand and supply of base materials for the gathering artisanship tree and with that being the case, you know, we want there to be this open economy that utilizes this regional transit system and warehouse system in order to supply certain areas with the ability to craft and create new items.

So for example if you have an iron sword and then the sword gets damaged from use you have to use more iron to repair it?

Correct. And what that does is remember the interdependencies that we were talking about on the crafting system?

Yeah

You want to make sure that there's significant sinks in the game for base mats and materials -

To crate demand?

so that you are creating a scarcity and demand that's present on the creation of higher goods as well as supplying the necessary decay components for the world.

Okay, and somebody that basically wants to play the game as a crafter or a gatherer can pretty much do that? Absolutely, yeah, 100%. So, you know, my philosophy when it comes to MMOs. You know, the MMOs I played a lot of MMOs and they all in some way shape or form have their own take on certain systems right, you know, the best systems that I've encountered are: the games that incorporate these progression paths that are relevant for different kinds of players not everybody is a pvper not everybody is a PvEer not everybody is a crafter but if you can create a system like Ashes of Creation where there are interdependencies between those different groupings, those different demographics of players you can harmonize the population that feed off of each other that are essentially are dependent

Create an eco-system

Absolutely, Right. And the best MMOs I've experienced are the ones that go for that PvX experience those are those are the best MMOs that I've experienced. But that means that not everybody can be a winner that there has to be a significant chase, there has to be people who are the masters of their craft or the, you know, the best ranking on the PvP side have the, you know, legendary gear that means something that it just can't be this type of super, you know, just like

Call of Duty

meaningless experience. Exactly.

Well let's say like just in a hypothetical I don't know if you've really like thought of it this much in terms of in game: But let's say you have a player that's just reached level 50 and then you have another player who has effectively like almost or the best gear in the game, what would you say is the power difference between those two players?

That's a very good question so this is obviously a dilemma that a lot of games have to deal with.

Yep

What I would say is the way we're building Ashes of Creation is there are two primary components, excuse me, there are three primary components when it comes to an encounter like that. First from a balancing perspective our balance is dealing with specifically group based balance. We are not balancing off of 1v1. So we're balancing off of an eight player group synergizing between the different effects that are housed within different active skills based on the archetype that you've chosen right? So that's the first component. And that provides a rock paper scissor type dynamic that's, intrinsic in the trinity type system we're not trying to reinvent the wheel on the trinity side we feel that's a very competent type system and it's relevant to different classes. So with that being the first model. The second one is that there should be something said for gear acquisition, yes, there is going to be a discrepancy between the gear level of a hardcore player vs a casual player and that's okay because there should be certain progression paths that reflect a benefit for more time spent in investing in that progression path. Yep

So with that being said with that being said. Not only are you going to acquire additional skill, because you're more hands-on and tactile with the combat system because you're playing more often, but you're also going to acquire different gear levels and that gear level can present, you know, if I were to give just an off-the-hand percentage difference I would say that we want gear to influence maybe at a max of like 40 to 50 percent of overhead benefit. Now the third component however, and that and that's the most extreme discrepancies right the third component is going to be level and skill. right excuse me, level applies to second one. The third one's gonna be skill. The skills is gonna be important because the way that the skills are essentially established is there's a lot of synergy effects that can occur based off status conditions that are applied so for example: just to give you an idea of where the skill system works there's three primary skill sections there's passives, there's actives and then there's combat skills. Combat reflects specifically your weapon skills, so if you're a dagger if you're rogue and you're using a dagger and your dagger you want to invest some skill points into that weapon group you can start unlocking, you know, proc effects that cause the target to bleed, that can cripple the target or hamstring the target and the way your active skills interact with that is: Let's say you. we don't have an auto attack feature by the way, a weapon attack is an active combat attack so you have to actively press that weapon attack to use it, and when you do make contact with the target if you've invested skill points into that weapon you can essentially cause a bleed to proc if the bleed procs on the target you're going to have a corresponding skill like let's say backstab that you can apply to deal X damage to the target and it'll have a conditional modifier on that damage if you're behind the target and it'll have aconditional modifier deal additional 50% damage if the target is under a bleed effect, so you want to synergize essentially your weapon proc conditions with your active skills so that you're timing your certain active skills appropriately with the status conditions that the target has taken so with that to answer your question long-windedly, apologize. Essentially you're going to have not only the skill level the investment that you put into it the gear discrepancy between you and the target but also this the skills that you use to combat the character.

The amount of skills that you get. So you level up to 50 is there any leveling system beyond 50, are the skills, the leveling system beyond 50 or how does that work and are they finite or infinite

So they are finite we intend to have, you know, a lot of additional content creation for the game post launch that will manifest both on a monthly, you know, and a quarterly basis to kind of implement new new features into the game and whatnot. Because a lot of the features that we actually have discussed those are going to be present launch but we also have features that have been backlogged into post-launch feature sets. But with that being said on the progression level, yes, you progress to 50 but the way that our our skill system works is you choose one of the base 8 archetypes initially, and then you choose from that base archetype again at level 25 and the secondary archetype does not grant you additional skills, but it does give you access to what are called 'schools of augmentation' and there are four 'schools of augmentation' per secondary archetype. So let's say you choose fighter initially as your primary archetype you're gonna have access to active skills that you can put your your skill points into and that'll get you like let's say a rush ability, and the rush ability will allow you to charge X distance to a target upon reaching the target deal X damage and some condition modifier and that's the rush skill if you if you take the secondary class to secondary archetype of mage that'll give you access to four different 'augmentation schools' one of which may be teleportation. The teleportation augmentation you can spec into and when applied to the rush skill will now instead of charging the target over X distance over X time will instantly teleport you to the target so upon reaching target you'll do like damage some condition modifier. If you had chosen the elemental school you'll charge x distance to the target upon reaching the target you might set the target ablaze or deal electrical damage that deals damage over time. So the idea is to house the active skills in the primary archetype but change the skill effects as based on your secondary school which kind of blurs the line between what role you take in the whole in the holy trinity.

Okay so there's like gonna be things like for example I saw that you had bards. And bards don't really do damage they don't really heal but they kind of do a bit of both and empower other people is that kind of what you're saying

Right bards are a very strong support class.

Yes

So bards are essentially going to be proximity based buffs that become relevant and are timed according to essentially when the bard chooses to activate certain skills these are going to augment the tanking ability the evasions ability the DPS the healing abilities, you know, they're gonna they're gonna be essentially the a whole array of buffs that are conditional and situational and based on proximity to your party member.


Okay well that's definitely good to hear, and is there going to be a class that's basically like a retribution paladin like a templar or a crusader or something like that.

Yeah we have a templar. The idea kind of behind again these these augments is that, you know, you may be proficient in damage mitigation and tanking right or controlling the battlefield and drawing aggro and as you choose a secondary class like the healing class you may be able to augment your aggro power your, aoe aggro power, to also convert incoming damage into health for your character or to grant a temporary shield to damage mitigate and take the damage from a nearby ally if you target them, you know, these are the types of kind of augments that become available when the class systems are combined.

Okay so they're kind of you have like your main class and kind of like a sub class which modifies your main class abilities effectively.

Right through the augment system.

Yeah, and so flying mounts apparently are extremely exclusive there's only going to be 10 people with them on a server is that kind of what you're thinking?

Hey look my phone is dying so actually let me transfer you over to the car and hopefully it doesn't.

okay

how does this work?

it works yes it works you're good.

Okay sorry if you want to run to the restroom.

Okay all right I'll be right back, okay give me a second.

I heard another voice on who else is on here?


McConnel: lOh I'm nobody don't worry about me man

[Laughs]

I'm just here to hang out.

Okay nice are you playing WoW a lot?

Oh yeah, I love WoW I've been playing WoW for like 15 years man.

Holy smokes that's a while

Yeah it's too long this game sucks.

On the classic servcer?

yeah classics, it's a game we sometimes play, you know

[Laughs] Yeah I missed out on the WoW boat, I was really heavily into Lineage at the time but.

Honestly man you probably didn't miss much.

One thing I really appreciated about WoW was the raiding system, you know, those I thought that that WoW did that super well.

raiding?

oh yeah yeah their rate systems or their raid rates been pretty good. I like their art team in wild's been doing like pretty fucking good for like 10 years I would say. right chat?

Oh yeah there's such talented developers over at Blizzard 100%.

Oh yeah

[Asmongold ]All right I'm back sorry about. You there?

Welcome back yeah.

Okay. So I was wondering about flying mounts like are they really going to be as uncommon as people make them out to be?


Yeah so, you know, one of the things that and going back to kind of that philosophy of earning legendary shit that, you know, is unique and is scarce, you know, that's not just going to be with regards to like flying mounts it's also going to be in regards to unique items that exist on the server where only one can exist at a time but also, you know, on the flying side we have different tiers of mounts essentially and the royal tier can only ba access on a limited time basis for guild leaders who own a castle and mayors who are mayors of metropolis stage which is the last stage of node development.

Okay

But additionally players can also have an opportunity as a rare drop to get eggs from legendary bosses and then that egg system has a quest path that relates to the processing a profession of animal husbandry where you can essentially raise that pet, excuse me, that mount to have a lifespan that ranges from 15 to 30 days based on how well you raise the mount. And then once you open the mount and use it for the first time its lifetime starts ticking so if you ever lose the castle or aren't mayor one season or your mount dies you lose access to that. So at any given time on a server there's only ever going to be between, let's say 10 and 20 people that will have access flying.

WoW

And the castle siege mounts, excuse me, the castle mounts and the and the node metropolis mounts those are huge mounts so these are very large dragons that have, you know, significant battlefield abilities like laying down massive FoV, excuse me, AoEs.

So this is like game of thrones?

Right. [Laughs] Yeah you see Danny flying in and just burning the shit out of King's Landing and that's what's happening.

Okay well fuck yeah that sounds awesome so do the normal mounts also have life spans or is it just the flying mounts?

No, just the royal mount.

Alright

So all the royal mounds have life spans all other mounts they can be. So mounts can be separately targeted when you're on them they can also follow you, so you can be dismounted and they can be summoned and essentially they can be targeted and killed if they're killed there's a cooldown time before they can be re-ridden and there's also going to be certain types of potions that can restore life on a mount that's been killed so you don't have to wait the cooldown time.

Can you re-ride the royal mounts too or when it when they die are they just permanently dead?

No you can re-ride them as well so long as you have the satisfying condition and that conditions either being, you know, the mayor, the guild leader or the lifespan available.

Can can other people ride on the mount with you or are they all just one person mounts?

So in the guild system there is going to be essentially royal mounts that are temporary only during guild sieges now these won't, and you can assign them to officers so you're gonna have a limited selection that you can apply towards certain officers they'll have the ability to fly those mounts as well they're not gonna be as large and they won't have the same type of presence and abilities that the main mount has during the castle siege for the guild leader but they are going to provide a flying ability so you can have oversight of the battlefield.

Nazgûl

Nazgûl?

like that basically?

Exactly

Okay

Yeah like Nazgûl, yeah like they're going to be the. They won't be the Witch-King of Agnemar but they will be like the little lesser

Yeah yeah the Witch-King is the guy with the royal mount is that right.

Exactly

Okay, all right that makes sense. So is there any way so you have like the auction house is there gonna be any way to like buy currency in the game or is it going to be completely completely built inside of, you know, farming gold. So like I know in Runescape for example you can effectively buy gold with like bonds and and WoW you can buy gold with the WoW-token and there are other things in the game that are effectively like kind of pay-to-win features are you guys gonna have anything like that? Absolutely not

Absolutely not?

No

No? Okay that that's great.

I think this is what he says at https://youtu.be/H0LQSMT83L0?t=4083

So what i hate is when the company comes in and you have a player driven economy and they think it's a great idea to throw something a wrench into that economy and introduce something on a microtransaction market that upends the player-driven economy the people spend month. when you think about the way that the economy and Ashes of Creation works essentially it's a traditional gold-based system however monsters don't drop gold per se what they drop are certificate, and these certificates could be pelts they can, you know, it's just a work term we use it could be pelts they could be whatever that house the value of the monster's death okay and you accrue these over time and what happens is you go to a certain node and based on the level of the node and the distance of that node from the location of the drop will determine the value of the certificate so like I said there's five primary economic regions and in that scenario there's five specific certificate types that are granted by the mobs that die in those regions you can move those certificates through the caravan system but if you get attacked and the caravan is destroyed a portion of those certificates gets sunk and then another portion are granted through the wreckage that the caravan now supplies the attackers. So you you have to be strategic, you can turn it in within the region you farm them you'll get lesser gold for that, but if you want to take the risk you want to take some of those certificates across regions you can do it through the caravan system and it provides a significant sink but opportunity to the player again that's an opt-in type system. So like for example if you're out in like a in like a winter area in like a northern mountain and you kill a Yeti and then you take it all the way down to some southern area it's probably worth a lot more money?

Exactly it could be worth upward five times what you would normally get for trading it into a huntsman at a local node where you farmed it.

Okay and that's kind of about and you're balancing that, basically with the idea that it's going to take players a while to go from point a to point b?

So there's two primary algorithms that are used when balancing the return ratio on those certificates.

Okay?

First the world server manager takes into account the existence of certificates in the normal population so we have a tally of how many certificates are out there then, we also have a heat period that takes into account. Wow that doesn't sound good, A heat period. Oh we also have also we also have a period of time where we take into account the number of trade-ins of specific types of those pelts within let's say a week or a month period of time yeah and that also is a determining factor in the turn in that you can get from the huntsman. So you have a it's like an internal like supply demand or price, demand algorithm?

Oh absolutely okay that's part of our what we call our world manager and the world manager takes into account a lot of different it takes into account, you know, the amount of experience that's being gained by players as a heat map on the world so that we know what type of threshold states can be applied to different node advancement we also take into account the transit of resources and goods from region to region so that there can be specific quests that provide those types of rewards based off of how much has been turned in so for example part of what nodes can utilize to develop their treasury which they then spend on the development of buildings or defenses is essentially incentivizing players, you know, raw iron, raw mithril and then they get a reward and that reward is based on the algorithm of how much has been turned in elsewhere to kind of drive those quests additionally, yeah, there's a lot of stuff that goes into the world manager system. Okay so that's all kind of like basically a throttling system so things don't get too far out of hand in any sort of way? Right, not only yeah throttle but it's also an incentive system so like for example if, you know, iron is being used as a raw resource to for specific crafting path, you know, that might drive up the price of mithril or silver, right? and that will incentivize the market force correct a little bit, you know, the idea is to provide soft incentives that help to alleviate the demand and also to prop up the supply that might not be present? from it from the economic systems.

Okay, yeah, I think that makes a lot of sense to me too. Like yeah. And so there's not going to be any sort of real money trading or anything like that.

Real money trading. So players can, trade there won't be allowed RMT's I guess real money transaction right but you can you you can trade the currency within the game for purchasing items or whatnot now we we do have already built into the game, you know, on the outset is essentially behavioral metrics so, you know, in the game as a player does normal things and they acquire normal gold, you know, that's all good and well but if there starts to be item IDs that appear on the player account that are out of the norm like either a large amount of gold or, you know, significant legendary items like what that does. Thresholds

Exactly. What it does in the back it flags the account view so that we can take a look at where did this item come from is it coming from a known gold seller or a flaged bot or whatever and then we investigate so we're going to be pretty hard on the ability for players to subvert the natural economy systems by RMT or botting. So another important yeah another important fact that, you know, intrinsically over the past decade what I've noticed in in a lot of games. as MMOs go the free-to-play route. You see this serious influx of gold seller botters and whatnot and this is super problematic because there's no barrier of entry for those types of bad actors in the game when you have a subscription based model what you do is you exchange the amount of gold sellers, now they're still going to be gold sellers we're going to have to combat that and that's part of the behavioral metric system, but being a subscription-based game alone automatically cuts out significant population of the gold sellers that might be applicable to your game it doesn't stop them but it is a barrier entry

Yeah yeah. Because they have to pay money and then also because it takes so long to level and the odds are you're probably going to be able to make a lot more gold than ever your high level the investment is much higher and so if you're banning them at a higher rate than they're getting their return on investment then they're not going to be yeah yeah of course yeah that's what I mean.

And then one other thing that's super important is in my experience as an MMO player I really hate the fact that not a lot of companies best in active GM teams. GMs who are present on the server on a day-to-day basis and are playing with the population and are there to actively enforce and and moderate what can be a major nuisance from these gold sellers and/or botters. So one of the pledges, you know, in Ashes of Creation and something that is a personal interest of mine is making sure that the player base have active GM force that are present on the servers and are participating. Okay well that's certainly a big relief. And there's one more game question I wanted to ask is that what are stats on gear going to look like. like what kind of stuff.

So, because gear is not class dependent you can have any type of gear you want and gear is really the type of gear you want to have is based on the encounter you're facing so, you know, if you're going to be a tank there's different types of tanks you can be, sure, from a balancing standpoint no game has ever achieved ultimate balance there's always metas, there's going to be, you know, updates that try to address certain metas but we don't want it to destabilize the builds that people have built so we have to be really cognizant of that. But what I would say is that like when you acquire gear. gear is going to have multiple types of stat allocations that are dependent on the crafter to determine, and also there's going to be multiple types of sets that exist within the different tier levels of the gear that you can acquire from drops from monster or raid bosses or dungeons or quest-lines all of which have different types of relevancy to whatever your focus is. If you're a physical combat damage type focus, you know, there's going to be stats that augment your strength that affect your ability and the option to crit those types of going to be things that you'll have to make conscious decisions.

Okay well that makes a lot of sense so you're basically going to have like the usual like, you know, strength agility and then critical strike chance probably hit chance and stuff like that?

Right. Yep.

Will you have a like resistances like fire resistances?

Yes so essentially players have the ability to augment their skills with certain types of damage or energy types and in addition you will have the ability to enchant and empower your equipment as well. and you can empower and enchant them as a give and take type relationship where you may want to spec into a more specific fire type damage or radiant damage and then players will have the option to enchant their armor as resistant against certain types and what that does is it adds an additional layer of complexity and item customization and class customization so that there's no just cookie-cutter type experiences you have among all the different players that exist out there each person is going to have a very unique build in that regard and you're going to want to make sure you know who players on the battlefield are when you're going up against them or that you're synergizing with them if you form parties for PvE.

Okay that makes sense. So like if, you know, you're going up against a node that's right next to a volcano you can probably get gear with fire resistance on and do better than average. Exactly and those socketed enchantments, can be exchanged out as well, they're not permanent. Okay well that makes sense. And also the scale of the world is something that I'm kind of curious about. So how long would it take on foot for example, I don't know if you can give me like a ballpark on this to go from the top left of the map to the bottom right. [Laughs] So on foot that would take multiple multiple hours the idea behind the world size is, you know, between 400 and [inaudible], you know, to put that into kind of context I guess if, gosh what was the name of that game, well if you if you take a look at the at Lineage as a world I believe Lineage was about 400 square kilometers and it was a significant trek across. The idea behind our travel systems though that as nodes develop you can get faster travel, but fast travel is very difficult to attain you'll have to see a metropoli of the scientific type and then that can construct a building that offers a player fast travel teleportation or airship travel to nodes that exist with under its vassal. So it'll a metropolis zone encompasses about one world size okay under its zone of influence so you'll have fast travel under that scientific metropolis but faster travel is things like commissioning a, you know, a thunderbird to take you, not the car but- Yeah an actual thunderbird

An actual thunderbird, fly you down to a node or a region quickly.

So you'll have flight paths?

Exactly, correct. They'll be on a supplie line route and they'll take you across the world. The idea there is why it's important to me because a lot MMOs that I played in the past there is the zerg mentality and mechanic, where, you know, any given guild that's a large instantly port to a location and just overwhelm the people. The no fast travel kind of I think curtails that a little bit. If you get wind of a fan on the and your guild is like oh man we need to get there and everybody's out in parts of the world it should take some time to move to that location, you shouldn't just be able to instantly teleport yourself you want to go and just overrun people. So that fast travel negator is kind of gonna curtail that zerg mentality.

Yeah that makes a lot of sense. I know that happens in like classic WoW it happens and WoW a lot. Will players be able to summon to other locations like let's say like yeah yeah.

So there's going to be a friendship mechanic that exists within the family system that will. So there's a limited number of family members that you can have and essentially you'll be able to on cooldown summon certain family members so the idea is that this is a longer cast time and that you can slowly start to spawn your family members. Now you can only be ever be a member of one family so it's important if you want to coordinate kind of constant party or PvE groups that you, you know, coordinate which families you're a part of so that you can summon out to different dungeons and whatnot. okay so there is a way but it's very limited?

Correct

Okay well that makes sense and a couple of questions is that when are we gonna get the alpha?

[Laughs]

yeah yeah. Now the hard questions

We announced the alpha one is the end of the year it's gonna be, you know, something right now that we're in the middle of actually testing we have next month we've invited about I think there's a little over 450 people that are backer to participate in the preview of the alpha one client and then as we kind of go through testing the server infrastructure as well as us bugs and play systems for the alpha one that then we're going to start opening it up to about 10 000 people who are scheduled for alpha so time frame for that was about the end of this year.

Wow and and 10 000 is about the size of one full server is that right?

Right. So our for a server between eight to ten thousand now if alpha one we're going to be mitigating that server concurrency because the playable area is significantly smaller than what the whole world will be so servers around 1500 to 2000 concurrency because it's only about 20% of the world map that's playable.

And that's going to be happening at the end of the year?

Correct

Wow okay and is the game. The game isn't buy to play you just pay a subscription, and then you can play it.

Yes so one of the things for me as a player that's really important is, you know, I don't like companies that try to nickel and dime players by having all three full of buy to play - [inaudible]

I think Blizzard DDOSed him.

[inaudible]- whenever you have pre-order packages that are up but honestly, you know, you're not you're you're not losing anything by not purchasing those packages because there's no pay-to-win component in them they're just cosmetics so, you know, I highly advise people, you know, who are skeptical or think, you know, I don't know if Ashes is going to be all it's hyped up to be wait until the game launches you'll be able to see we don't have we're not going to have an NDA on out I'm not going to have an NDA on alpha 1 we're not going to have an NDA on alpha 2. You'll be able to see, you know, people playing this game you won't lose out on that experience but, you know, as as a part of a gift from me to the player base I'm not going to charge a buy to play there's not going to be a box price it's going to be entirely just a subscription base well that's certainly a relief, I know some games now they have a you have to pay a subscription you have to buy the game sometimes buy expansions on top of that and they have the micro transactions and it seems like a bit much Yeah my philosophy is if you build it they will come, and a subscription is more than enough or a company that is has a successful game under its belt to provide constant updates content releases and it really just creates a healthy dynamic between the player base and the developers providing new experiences for them so it doesn't need to have a, you know, a raking in on the buy to play front a box price that you buy a 50 dollar expansion whatever all the DLC and the expansions will part of the subscription price so right now that's at 15.99 a month that we're going to be doing when it launches but, you know, one of the things that's really important to me and, you know, I'm I'm funding the project myself and, you know, we don't we don't have, you know, this. The desire to be transparent is a double-edged sword you have to trust the player base to look at things with a objective and understand that making an MMO is hard as fuck, and making an MMO of our size even harder so, you know, we want players to be a part of that because the good side of the sword is you guys get to give us feedback you get to give us input you get to get on our discord server and chat with me and other developers and, you know, tell us your experiences as an MMO player what did you enjoy what excites you what are you liking about the experiences you've experienced in Ashes so far that's all so meaningful to us as developers as we go through the iteration process from test period to test period and we continue building this game are all the animations perfect during alpha no of course not is the content got all the content going to be there no of course not, you know, is there still going to be a shit ton of polish that's needed on the game absolutely, you know, that 4k video we put out last month even though it looked good it's nowhere near what it's going to look like when the game is near the polish phase and it's going to be actually ready for launch so, you know, what I would advise, I know you got a lot of viewership, and by the way I really appreciate you taking your time even though I'm in the car coming on here and chat.

Likewise 

Because the opportunity just to tell people look this is a process but our ultimate end goal: to make a product of quality that we are proud of and that you are proud of and that means not rushing to market not launching early taking our time and building the things that need to be built, you guys like what you're hearing on the systems and mechanics side trust us that's what's going to be built and we're going to take the time necessary to make sure it's built right.

And that that's I think something that's reassuring for a lot of people I think that a lot of the vitriol and like emotionally based concerns that people have really stem out of not being listened to or feeling like they're not heard so having a more direct wine with the community and everything is definitely something that I see developers doing and whenever that happens you might have people that disagree with the developers say but they can at least respect that they're getting the communication. Absolutely that's 100% right I mean I like now that more developers participate in active conversation with the community, you know, for me personally over the past years of production. five years since I've undertaken the Intrepid endeavor, you know, my life is Ashes of Creation I live eat, breathe wake, up and, you know, don't get sleep over, building this game like my fellow developers we're doing it to make something that players that we love in this genre that love the genre like us are gonna have been asking for a long time and, you know, having a company that respects the players and their input is, you know, not something that's seen very often

No

and it's it's important to show other publishers and companies and game developers that there is a right way to engage your audience and to know your such not design decisions get influenced by a board of suits they're looking to make the bottom line, opposed to creating something that respects what players want and that gives you the longevity and retention that an MMORPG deserves.

Yeah I completely agree with all that I feel like there's always been, especially now with like, you know, these companies being public and making decisions for shareholders and not players and I think this has happened a lot with many games and like many genres I mean you've seen it happen with Fallout I think that was one WoW problems and to have things that are kind of by players for players is something that have you ever played Path of Exile?

Yeah.

Look at the love that people have for that game.

Absolutely that's a perfect example.

yeah.

I mean, you know, I'll tell you this I know that there's a lot of skepticism out in the MMORPG community in a whole not just about Ashes but about any new development yep and that's because we've been beaten time and time again with a stick and we're like this hurt dog that is like somebody comes up to you with a freaking beef jerky, you know, biscuit and they're like here have this new MMO and they beat the shit out of you again. yeah it's alright

And I understand that that is reason why a lot of the of the jadedness and skepticism, you know, comes out it's understandable what I would say: there's nothing more motive to it especially on a project like Ashes than to see the excitement from a community about the design philosophy and mechanics that we're instituting in the game and if you have skepticism just sit back and wait, watch see what happens, you know, it doesn't shitting on people is not it's not beneficial to making significant change in a genre we all love.

yeah I think that's one thing to keep in mind is that a lot of us, you know, we just really want to play a good game that's really what ultimately matters and I mean like I've always been kind of critical about WoW and it's really good to see what this game is shaping up into and I think one thing that really I think I can speak for at least a lot of people in my audience that is reassuring is that it seems like a lot of the ideals and the phyllis the philosophy that you guys are taking into the game is something that's shared by a lot of players and not as many developers and I think that's probably one of the most refreshing things to hear.

Yeah absolutely appreciate that, yeah, we're excited.

Well yeah we are too especially now more than ever. So thanks a lot for coming on and talking about all this it really means a lot to us and for our community thank you very much and we are very anxiously waiting to be able to play the alpha

Thank you appreciate that buddy I'll hook you up with that alpha. I know you messaged me.

All right man all right.

Thank you very much to your community thanks for the time, appreciate it have.


McConnel: lThanks man

All right talk to you later bye take care

Bye

McConnel: l Dude

So what do you think what do you think

McConnel: l Dude

Yeah, what?

McConnel: l Listen, if this game comes out

Yeah

McConnel: lWith everything that's been promised and it's polished. WoW I was done.

I don't think WoW it's gonna be done I'm gonna be honest like this game's never gonna die like but it'll be a good game to play too. like I would love to have another game that we could play so I'll be honest I hope guys that I did a good job with the interview okay I really do obviously I tried to do my best asking the questions that I thought were relevant there were tons of things that you guys wanted to wanted to have me ask I didn't have what do I didn't have a ton of a ton of questions I took from you guys but I do want to say thank you all very much for watching that and also for being supportive I did a great job well thanks I appreciate it I did and No Man's Sky 2.0? Well the difference between no man's sky and this is we actually have a play test for it and also the other big difference between No Man's Sky and this is this is being self-funded so there aren't there isn't pressure from like publishers, there isn't pressure from, you know, Microsoft for example to push a product so it's not really the same thing. Now obviously I mean there are games that could be, you know, this game could be in in development for the next five years we don't really know hopefully that's not going to be the case but if that's what it takes and that's what matters this has been something that we've been waiting to hear for a long time as MMO players or at least I can speak for myself I've wanted to hear what what steven had to say for a long time it didn't really matter who was saying it but he was saying it and this has been something that we've been looking forward to and wanting to see forever I mean I feel like we've been neglected we've been

McConnel: l Due his analogy about us being like MMO players being fucking the dogs just getting the shit beat out of us like that dude 

Come here here's Aeon here's Aeon [Slams fist into hand] fuck you!

That was that was so spot on it actually hurt a little bit.

No it really did it was it was kind of sad wasn't it. Are you backing a kickstarter? yeah I'll back to Kickstarter. I will I absolutely will. I think that it's a good option and, you know, I always talk about supporting things and, you know, that kind of stuff and I think that's the best idea is to lead by example.