Tag: Livestream

  • 3/26/21 Livestream Transcript

    3/26/21 Livestream Transcript

    Livestream Header

    March 26th Livestream Transcription

    – Intrepid Studios provides project status update and progress towards NDA lift.

    Quick Updates:

      • Game Engine has been upgraded to Unreal Engine 4.26.
      • New hiring phase coming up soon. Might hold a job fair to recruit.
      • True 40 person raid boss is being worked on currently.
      • Alpha 1 will have 7-8 dungeons that are being worked on.

     

    Studio Update: We might be accelerating the timeline of getting into the new studio. The spot tests have been ramped up. As of today we have moved from Unreal Engine 4.25 to Unreal Engine 4.26. Regarding the recent announcement of the delay in the NDA lift- We’d like you to understand that sometimes unpredictable things do come up during game development. Thankfully with the help of our Alpha testers we’ve been able to make some significant improvements regarding the problems. It’s always good to discover these hiccups earlier than later. Since our goal is to eventually scale up and accommodate 250vs250 PvP, we need to ensure we iron out a lot of core systems early on to ensure development progresses smoothly. Besides these ofcourse, we’re planning to have a solid 7-8 dungeons ready for Alpha, so we’re hard at working ensuring things are completed.

    Design Team Update: Combat is currently a big push for the team right now. We’re using a brand new tool to author abilities and work on them more responsibly. Once we’re done with this, combat should feel a lot better. After this, we’ve got a bunch of additional things, weird stuff, cool stuff and more that we need to try out to see what fits into the game. But we’ll be going step by step for the combat changes. So you will see the changes to the combat come in little by little and we’ll be having heavy feedback stages after each change, the new combat changes won’t come out of the box perfect, but it being an iterative process is key. Also regarding the in-game economy, the current Alpha 1 game economy is not representative of the final economy- It needs a lot of work done. We’ll get to economy testing later- Currently we’re working on systems that come in before the game’s economy.

     

     

    QnA Session

    Q: How do you plan to balance the action camera to make it as viable as tab which often offers more control over visibility, such as looking behind you?
    A: The ease of switching back and forth between action and mouse is our answer to this. The definition of the action camera is to have the movement tied to the mouse. So having templated attacks tied to your reticle for easier usage etc and a couple of other things should balance things out. Also we’ll likely add a hotkey that when held down lets you look behind until you release the key. But the objective is to provide people with the ability to play the way they want to play.

    Q: What happens to the stuff I have in storage of my apartment if the mayor decides to destroy the apartments?
    A: It will be mailed to you. You should be mad at your mayor for that though.

    Q: How much stronger can we expect legendary equipment over other end-game equipment?
    A: That’s something we’ll get to once we begin testing on those aspects. But there’s a lot of different ways we want to play with it. But since it’s a PvP game, the difference will not be explosive, Legendary equipment will give you an advantage but it won’t be a game changer. Expect a lot of balancing. Roughly 6-12% increase in base stat values (But this needs to be tested). Legendaries should not just be stat bars, but they should ‘feel’ different.

    Q: Will I be unable to tame a monster in the wild that has the same appearance as a cosmetic mount/pet?
    A: There will be a wide array of creatures in the wild, some may be tameable. But you need to understand that the taming system is a progression system which players will have to invest in. (This answer is in response to marketplace cosmetics, not in-game cosmetics or mounts/pets)

    Q: When nodes advance to stage 3 and enter the 21-day lockout siege period, what happens if the node levels up?
    A: When nodes advance they get a 21 day protection, yes, if it advances again, the protection will still apply as protection would reset. However the time taken from Stage 3 to Stage 4 will take WAY longer than that short timeframe for the node to level up. Additionally there will be numerous systems and mechanics that come online when a node levels up so you need to allocate resources to various offensive and defensive mechanics. 

    Q: Will there be gear for artisans that boosts their ability to gather/craft?
    A: Yes.

    Q: Will there be a currency cap limit or can we hoard as much as we like?
    A: No cap. Hoard away.

    Q: If I die to a green mob or fall damage, am I immediately lootable or do I have a window to recover my stuff?
    A: You won’t drop gear unless you are corrupted, only collected gatherables, but yes your dead body will be immediately lootable for these gatherable resources by other players.

    Q: Are there plans for back attacks to deal bonus damage? Like for rogues?
    A: Some abilities will have back attack bonus damage, especially rogue abilities. But this needs some testing. You will also see frontal attack bonuses and flank attack bonuses.

    Q: Will there be a limit or soft cap for stats? Or can I hit 100% crit or block?
    A: There will be diminishing returns. Most stats are contested. There won’t be hard caps for sure.

    Q: Will all quests given by NPC’s stay static as long as the node remains at the same level or will there be conditions that can change the quest?
    A: It depends. If a particular node stays at a particular stage, but the neighbouring node advances, and your quest interacts with them, things might change. You might see downing certain world bosses affect some quest lines, so there’s a lot that goes into it. But the vast majority is tied to node progression while others are tied to other systems or mechanics.

    Q: Will in-depth auction data be available such as volume, price history etc?
    A: There will be some data available. It will most likely be made available through the economical nodes, but it will definitely require some progression or service buildings built on the nodes. Your mayor will need to build it for you.

    Q: Will I be able to raise the level requirement of my gear? Like can I raise my level 45 item to a level 50 item?
    A: No. There’s a deconstruction system. But no direct upgrade path system where you push something from a lower level to a higher level. You can enhance and add enchantments but you cannot push it higher. You can also transmog though.

    Q: Will the winner of the military node tournament automatically become the mayor? Or can they pick someone else as the mayor?
    A: The military node is not a political node, it’s meant to be a brute force style node. Someone having a champion is a political move. So no, it’s supposed to be “Who is the most powerful player” and that player is at the top as mayor.

    Q: Will the quests that determine divine node leadership be solo oriented or group?
    A: Individual/Solo quests. You could rely on some external help for certain quests (like friends helping you with kill quests). But generally the divine node quest chain will be individual based as it focuses on your personal contribution.

     

    Google Doc Link

  • 2/26/21 Livestream Transcript

    2/26/21 Livestream Transcript

    Livestream Header

    February 26th Livestream Transcription

    – Intrepid Studios shares development update towards the March Milestone.

    Quick Updates:

    • New February website update is live: https://ashesofcreation.com/
    • Working on a ‘True Raid Boss’ with multiple phases for the alpha.
    • New Studio move is currently slated for July but depends on covid.
    • 35 minute gameplay streamer encompassed the majority of the stream.

     

    Studio Updates: Of the 35 new positions that we opened up, we have filled in around 9 of them. We’re hoping to move into the new studio around July, however it depends on the situation with the pandemic.

     

    Design Team Update: We had our second test last week and did hit some snags. We’ve spent our time deep diving into those snags and will be having some spot testing early next week. It’s incredibly important that we are able to figure these things out early in development and I cannot stress enough how grateful we are to have testers to iron out these issues early on.

    We’ve been working on some world bosses, two party-sized bosses and a True raid boss with true raid mechanics that is slated for this alpha. We’re working on putting the new iterative changes in quick so we can test them immediately to have them ready for the upcoming tests.

     

     

    QnA Session

    Q: For the packs on the shop that include game time, when do they start counting down?
    A: The account will have applicable subscription time and you will choose when to activate it.

    Q: Planned character limit for guild names?
    A: 32 characters? Not too sure, I need to double check.

    Q: Can a family only increase by 1 by marriage or can a family essentially double in size if everyone ties the knot?
    A: No, the marriage has specific costs/slots. So only the head of the family can increase the size by 1 when they get married.

    Q: If the node your freehold is in, is successfully sieged, can you loot/pillage your own freehold?
    A: No. If you are registered as a defender (Some are registered as defenders as default if you are a citizen for example) that will prevent you from participating in the looting rights.

    Q: Will cities be influenced by the topography around them?
    A: The way it currently works is that it’s capable of adjusting the topography of the node’s footprint regardless of the surrounding terrain. The reason for that is to have flexibility, both from an aesthetic standpoint and mechanical standpoint. That’s not to say that the surrounding area is not going to have some influence, because putting a node on the side of a mountain or the edge of a cliff, we do want it to have some influence but that needs some further testing.

    Q: Do you plan to have any environment specific skills such as indoor/outdoor specific skills?
    A: Probably not. We’re still playing with skill interactions with certain elements or environments, but that needs further testing.

    Q: Will you need to have early access to pre-make your character before launch?
    A: We have not currently decided on that yet and will let you know once we decide. 

    Q: What is the overarching name for the universe that has verra + sanctus?
    A: We cannot share that right now.

    Q: Have you considered a system where you can hide your identity for the purpose of guild spying?
    A: We’ve talked about it, but we do not have an explicit system for this.

    Q: How do you plan to make the potential rewards for defending a caravan appealing to people when picking a side for PvP?
    A: In the same vein that we make any participation rewarded. The caravan defender role will have its own progression, questing and rewards associated with it. Same way, we’ll have incentives for the more caravan raider-esque players. Obviously these types of systems need to have more robust and consequential rewards as they should not be one sided. Social incentive between players is also a factor. 

     

    Google Doc Link

  • 1/29/21 Livestream Transcript

    1/29/21 Livestream Transcript

    Livestream Header

    January 29th Livestream Transcription

    – Intrepid Studios shares development update towards to February Milestone.

    Quick Updates:

      • Alpha 1 pack sales might be reopened at the end of February.
      • Next playtest is scheduled for February 19th.
      • The game is currently planned to have over 20 biomes.
      • New Website slated for February. Shop will also be updated.

    Design Team Update: We’ve begun posting for additional jobs as of 2 weeks ago, with 2 that have been onboarded within the first week of January. The studio has been busy going through the data from the last milestone alpha test, we’re making a lot of changes based on the feedback to prepare for the next milestone test in February.

     

    Environment Team Updates: The current alpha build has around 4 environment biomes, however the full game is planned to have over 20 biomes. Recently we worked on the tropical biome and we’ll be working on the hilltops next. The east side of the map is intended to be riverlands, north of which is the desert region. South of the tropics is the heavy jungle region. The water shaders are also being reworked, world lighting is also receiving an additional pass.

     

    Character Art Updates: We’re doing an audit and rework on some of the starter gear present in the Alpha, things are getting better and better and better. We’ve also started revisiting the hair models and been working on newer, higher fidelity hairstyles. We want you all to be able to access the character creation suite beforehand, so that you don’t have to worry about making your character when the server opens and can focus on jumping in and levelling.

     

     

    QnA Session

    Q: Will tavern NPC’s only be able to sell items to players? Or will they be able to buy items as well?
    A: Merchants in general will have both a buy/sell interface.

    Q: How might marriage affect housing? Will freeholds stay separate?
    A: Yes they will be separate but one of the big benefits is, there will be a family system in the game but the marriage is a +1 to that system. 

    Q: If I want to send a mail to players without any items, will it be sent instantly?
    A: Yes, instant. However it needs some in-depth planning, obviously resources will not be allowed to be mailed. 

    Q: Will you be able to change your character’s race for augment purposes?
    A: No. Your primary archetype selection and race selection will be final. 

    Q: Will paths and roads be pre-generated or will they dynamically come into existence?
    A: Our roads system in game is essentially driven by pre-placed routes that lead to the main artery of what was once the ancient highway system of verra and from there are roads that become exposed as nodes expand, which are like veins. Some roads are shared by multiple nodes, from the node itself you might have other roads that branch out as well like capillaries.

    Q: Do you plan to have a player toggle for chat bubbles?
    A: Yes.

    Q: Will summoners be able to rename their summons?
    A: I think it will be cool, you won’t be able to rename the creature type, but yes it would be cool to allow you to rename it.

    Q: In what ways will I be able to interact with the map and mini-map? Pins/Pings/Notes?
    A: It’s super important for us to be able to do this. We want to provide guild leaders with the administrative tools to get this done. So yes, we will provide you with the tools to do so.

    Q: What happens to mule inventory on death?
    A: If the mule dies, its corpse will allow looting.

    Q: Will other players be able to view the contents of a caravan before attacking / defending?
    A: No, but you will have plenty of visual indicators present in the mesh. To give you an idea from far away.

    Google Doc Link

  • 12/22/20 Livestream Transcript

    12/22/20 Livestream Transcript

    December 22nd Livestream Transcription

    – Intrepid Studios shares Alpha 1 progress updates and first look at the new UI changes.

    Reminders:

      • Monthly cosmetic swapover (in regards to The Under the Frost items) is scheduled for 13 January 2021, 11AM PST.
      • Upcoming Dev. Discussions for next year: Boss Difficulty, Guilds, Daily Login rewards and more.
      • Journey to Alpha 1 – Choose your Own Adventure series on Intrepid Studios socials (Twitter, FB, Discord, etc.) will continue next year as well.

    Quick Updates:

      • Just wrapped up the Alpha 1 test – huge studio milestone.
      • Intrepid Studios will be closing for the remaining 2020 until 4 January 2021.
      • An additional hiring round of 30 team members will start from January 2021.
      • The next Creative Director’s letter will be around 7 January 2021.

    Design (UI) Team Updates:

      • Alpha 1 map size was around 70 km2. Note that this particular map is in the North-West corner of the world of Verra. Total size of Verra is estimated to be 400km2.
      • We are moving towards our full dynamic Node system. Each Node will be able to pull from a large number of different layouts that will be available later as the art team creates more (for this test there was only one layout), thus building a character for each Node, as it levels up, by pulling different houses, buildings, and different positions.
      • Stream showcase of a 40 minute 4K Boss fight from Alpha 1: https://t.co/ahEkdyDy3M
          • Disclaimer by Steven: This is a work-in-progress and things like the character models, armors, FX, and UI are not finalized. Also, this boss fight is intended for a raid but was fought by a small group, hence the “cheats with GM hacks”. 
      • Combat revamp will not be present until “probably” March. 

    Environment Team Updates: Concept progress of the new Housing Decor Items:

    Character Team Updates:

      • In-game model and Creation clip of the Fox of the Pyre cosmetic:

     

      • Dunir Cloth and Plate armor models:

      • Troll variants:

      • Corvid Castigator cosmetic:

      • Noble Warhorn in T-pose:

     

    QnA Session

    Q: In regards to Guild Wars, will Guilds in alliances have the option for permanent or long-lasting wars with other Guilds in alliances or will the Guild Wars system only allow for shorter objective-based conflicts?
    A: There won’t be permanent wars. There will be victory conditions applied to each war instance and those will vary across the universe depending on the respective Guild’s levels and assets.

    Q: Can we Guild invite across Verra or do characters have to be close to one another?
    A: You will be able to invite across Verra either through your Guild interface or a chat command. Same will apply to friend requests.

    Q: When you’re adding someone as a friend, are you adding their character or their account?
    A: Character. There might be a separate functionality through the website or launcher to add the account, but this has not been determined yet.

    Q: What actions can be taken against a vessel of a Node that you declare a war on, eg.: can they be sieged during a Siege period as well?
    A: No, Sieges are Node specific. You obtain a declaration item through a quest that is determined by the level of a Node Siege you will be attempting to do; and once you have the item, then you may declare against one specific Node of that questline’s level or lower.

    Q: When a Node Siege has been declared, can that Node gain or lose experience during the declaration period and thus advance or attribute to a different stage?
    A: The declaration period does not inhibit the Node’s ability to collect experience, mainly because of the time length the declaration period can take (Metropolis is 6 days, City – 5).

    Q: Will every race have their own style of combat in terms of animations?
    A: We would love t o do something like that, but we would need several hundred animators to make that happen, but there will be racial abilities, which will key into the class you choose. There will be some distinct racial flares, but we will have to re-use the animations as much as possible due to cost and deadlines.

    Q: What will death penalties be inside of objective-based events that don’t rely on player-flagging, such as: Caravans, Guild Wars and Node Sieges? 
    A: There will not be death penalties applied to event-based deaths to encourage more participation in such events.

    Q: Will the values of stats on dropped gear be random to some degree for each item, eg.: I get a sword that’s +80 stamina, and then another time the same drop with +93 stamina?
    A: Yes. Individual item stats are variable and the degree on which those stats change will indicate the rarity of that item. This applies to the crafting system as well. The mastery level of the particular crafter will impact the crafted item’s stats.

    Q: Will there be a different default mount for each race and what might they be?
    A: In a way, yes. Each starting area will have a questline that will reward you with a different starting mount. BUT that does not mean you will get a horse if you are a human. You will be able to be a human and choose to start in a different racial area, resulting in you getting a mount of a different race.
    You will also be able to change the appearance of your mount’s base skin to something radically different.

    Q: Will there be Daily Login rewards?
    A: Possibly, yes. They are probably going to be limited monthly cosmetics for collectors. If you log in every day, you will get that cosmetic, if not – then you will never see it again.

    Q: In regards to the day-night cycle, when we look up at the stars, will the sky be static every night or will we get to see variation in the night sky? 
    A: In terms of bang for the buck, it’s not a high priority.

    Google Doc Link

     

  • 11/30/20 Livestream Transcript

    11/30/20 Livestream Transcript

    Livestream Header

    November 30th Livestream Transcription

    – Intrepid Studios shares New Alpha 1 Biome update and Elder Dragon previews

    Quick Updates:

      • Alpha 0 Island has been replaced by the Alpha 1 Map.
      • New Zone/Biome underway for upcoming test.
      • Huge character stat revamp underway for the February Test.
      • Continuing to work from home due to Covid. Onboarded 23 people since June.
      • Team is focused on the December 18th Alpha Test.

     

    Design Team Update: Combat is being worked on heavily, we’ve got multiple small teams working on the strong foundation that we have established to give it that rich feel that we want to achieve. The new Biome’s development has expanded our creature suite, so we’ve been populating everything. We have also moved off from the Alpha 0 Island to the full Alpha 1 map about two weeks ago. There will teleport NPC’s present for the testing so you can test better, this is a temporary thing for the water problem until we get ships in, then there will be no more teleporters. About 30 minutes while mounted to traverse across the A1 test area which is around 10km. 

    The concept art for the new biome from the Alpha 1 zone is now ready in-game, so if you’ve got a node nearby, you would be able to affect a harbor nearby. There are going to be 9 nodes throughout the Alpha 1 area. It is important to note that the node locations will change, you wont see the definite locations until the first beta. 

    Environment Team Updates: We’ve done a lot of work on the game’s lighting system and reworked things, switching from the fixed lighting we used earlier to dynamic lighting. Lighting is something which touches all aspects of the game, from environment to character models, weapons, NPC’s, everything. We could not implement dynamic lighting in APOC as it was too costly, but it’s now ready with the rework.

     

    QnA Session

    Q: What are the teams thoughts on gear access?
    A: We’re going towards traditional level tiers for gearing. All of us love overgearing since it’s fun when done right, but we want to make sure it’s done right

    Q: Could you elaborate as to why a skin can only be applied to one character at a time?
    A: The idea there for purchasable cosmetics is also tied to exclusivity. Since the game has no box price, we only have a subscription, providing these limited options for collectors means not providing something everywhere.The costumes don’t have level restrictions on them.

    Q: Will certain combat stats be tied to certain gear? Like agility only on leather?
    A: No, all stats on all gear. Customize the gear the way you want.

    Q: How will NEED before GREED work since all classes can use everything?
    A: That’s when the party would basically tell the party member “Hey stop doing that”, its player regulated. That’s our current looting system.

    Q: How does flagging work for PvP events?
    A: PvP, Caravans, Sieges, Node Wars all do not use the flagging system. Different death penalties. The flagging system is in the open world OUTSIDE of those events, in a non-normal environment. Generally though, corruption is a deterrent to PK’ing, its risk vs reward.

    Q: Do you plan to support player made custom music in-game?
    A: We have discussed it, but scope wise, at the moment we dont think so. Maybe later.

    Q: With open world raids, how will you prevent groups larger than 40 players from trivializing difficulty?
    A: There will be opportunities in the open world where larger groups will try to clear content, so there will be a large amount of AoE hazards, damage from bosses that will scale up depending on how many players are there. But ultimately that’s one of the downsides of an open world MMORPG, we can scale it to a certain extent, we could activate additional hazards if there’s more than a specific amount of monsters, but we shall see. It needs testing in the alphas and betas. When we want to confine numbers, we will make it instanced, but generally we are leaning towards increasing environmental hazards and AoE effects if the Boss is getting swarmed with numbers more than intended.

    Q: Do you think Solo players will get overrun by group players?
    A: The game has different types of content for different playstyles. There’s plenty of solo RPGs out there, but we are building an MMORPG, the game is designed around a massive amount of players, so you will have to interact with players from an economic standpoint and so much more. You will have node citizenship chat, religion chat, scholar chat, and so many other micro communities to form relationships. While we will provide solo content, there will be group content that requires working together with others. We are not trying to make a game for everyone. We accept that we are not making a game that everyone will want- And that is okay.

    Q: Will summoner summons also have gear available or only combat pets?
    A: Only combat pets. Summons are summoner pets and cannot wear gear.

    Q: Will my party members be able to deposit items directly into my Mule’s bag?
    A: Good question, no answer yet. Probably not. Maybe player to player trade.

    Google Doc Link

  • 11/16/20 Livestream Transcript

    11/16/20 Livestream Transcript

    Livestream Header

    November 16th Livestream Transcription

    – Steven joins the Ashes Pathfinders Podcast for their 100th Episode.

    Check out their Youtube: https://youtu.be/gqAMRocWPhE
    Check out their Twitch: https://www.twitch.tv/simurgh

    https://youtu.be/gqAMRocWPhE

    Simurgh: What influences did you draw from and feel that they have directly contributed to the origin story and the world of Verra’s universe coming to life?
    Steven: It’s hard for me to pinpoint any one specific influence when I created the world of Verra and the Ashes Campaign. I would say that there were staple and fundamental ideas that were had. I am a big lover of fantasy and there’s a lot of stories that I pull from, but one of the things I thought was interesting is the way that I had my adventurers back in the Pathfinder campaign arrive and move around the world. The kind of inspiration that came from the idea behind the Divine Gateways was essentially a method of travel that correlated through, at least what I was inspired by, the Stargate SG-1 Universe. I thought these were great stories being told and I did use a little bit of that.

    For the people who haven’t played DnD or Pathfinder, there is a type of transportation or teleportation that exists between, not just areas on the material plane, but also many different types of planes. While Ashes does have the concept of these planar realms, there is also, as shown through the Divine Gateway, the idea of separate planets that exist as well. So if you think of your DnD and Pathfinder campaigns, where you have travelled to these other planar realms, you can think, just in the correlation between Verra and Sanctis, that there is this potential. And the ways that the Ancients travel through the material plane, being in those Harbingers, that’s another point of thought.

     

    Daedelus: Will every God in the Pantheon be open for players to align themselves to? And even those ones that are considered corrupt or evil?
    Steven: So the Others, as they’re known, there will be questlines and certain actions that players are capable of taking to pursue the darker side of this metaverse. Originally, when I took the Ashes campaign I had created for Pathfinder, all of this stuff existed on a high level point, but as I formed Intrepid, there has now been an opportunity to collaborate on these stories, to bring in other voices, writers, and influences. And that really allowed me to flesh out what has been the metaphysical understanding of the Ashes universe, into more elaborate and individual stories. And through those individual stories there are implications that occur on the metastory itself. So part of that is the darker side and there will be the availability for players to pursue allegiances within one of the great religions, but there will be an opportunity for players to also explore the darker side of things if they should(n’t)¨ choose.

     

    Faisal: Can you explain to us how ship mechanics are going to work when it comes to combat?
    Steven: I previously said there’s not going to be gunpowder in Ashes, but what there will be is something very similar to gunpowder, but it has more of an arcane nature to it. So it’s not necessarily going to be explainable through the conventional means of chemistry and physics; but rather the Essence as a core component to many types of magic, one of which is going to be an evocation type magic and that evocation can have explosive tendencies. So yes, there’s going to be ship barbandments that are capable, there’s going to be weaponry along those lines. 

    The idea behind the ship itself, from a mechanic standpoint, is very similar to how players construct caravans. In a caravan, we described that there are many components to crafting a caravan, per se, those components will have implications on the damage mitigation, on the speed, on the turn rate, on the ability to offroad, on the total hit points, on the cargo capacity. And as players progress within certain professions to create these types of additional components for the caravan, the same is true for the shipbuilding side of things. So you can have the base value of a hull and that hull might have certain placements that are available when it comes to utility slots and/or weapon slots for the ship, but you’re also going to have that hull itself be augmented by constructables via the ship building profession. 

     

    Faisal: So fairy dust with a Dawnbreaker mount horns and hooves, put it in a cannon, and fire away.
    Steven: Exactly, fire away and let the magic happen. 。・:*:・゚★,。・:*:・゚☆

     

    Simurgh: When you brought up the Light Pact again, they reminded me in some ways, not directly like the fellowship of Lord of the Rings, but it’s like “let’s gather our champions, our people, that are gonna figure out what these Harbingers are, what’s going on” and it seemed like overtime the role evolved into trying to maybe stop. And so I perceive them as almost like being this group that was aiming to try to save everybody and I guess… I don’t know if I’d say that they’ve failed? Do you feel like that’s an accurate statement?
    Steven: The term failure in my mind implies a finite end to a challenge and/or mission. While it was most definitely a setback that their endeavour to stop the Apocalypse failed, there is a longer game at play. And there are certain individuals that exist either within the Light Pact itself or within the higher-ups of the particular religions that have a longer objective at hand. That ties into more closely what the overarching metanarrative is or the reason why you’re returning to Verra. And it’s that long play. 

    When you think about the Light Pact and their affiliation with the different governments as well as the different religions, the inspiration for where that comes from is a lot of the old Cathlic stories; the idea of these Knights, Templar, Holy Grail, and that kind of stuff; kind of this Legendary, old idea of good vs. evil, forces that occur in the Illuminati and other organisations that not a lot of people know about. In that sense, you can kind of take inspiration where, maybe, the Light Pact came from in that regard; these are an affiliation of orders. Orders that exist to different temples and religions of the primary Gods and even though they have different focuses and reasons why their followers worship specific Gods, at the end of the day, they’re all a Pantheon of good. So there’s a reason for them to work together to subvert the goals and/or aspirations of the Others and the Ancients. And those who seek to pervert what the Essence is capable of through the means of Corruption.

    Sometimes games in the past have tried to shy away from heavy emphasis on religion because of the parallels that can occur between what is in the real world and this fantasy realm. I don’t really subscribe to that theory. I think that religion plays a very significant role in the story of what Ashes of Creation is about and it is very much this almost monolithic idea of good vs. evil. So that is really at the crux of what the overarch narrative will be in the game. And I’m not trying to pigeonhole players into” everyone has to be good”, like I said earlier, there will be opportunities for players to deviate from that, should they so choose to RP in the regard.

     

    Daedelus: Is there a Tulnar or Underrealm religion? If so, is it tied to the Corruption?
    Steven: Essentially, the progression of the Tulnar, while there are still the staples of what were once the primary Deities of the good Pantheon remained for the Tulnar over the time they existed and evolved into the society that they are at the return to Verra, it’s much more similar to the way the Creole religions advanced, with using components of the Christianity as well as Voodoo and other smaller, more “paganesque” religions, and incorporated them into one. To that degree, you can correlate the way that society around the Tulnar has this almost combination of what were Pagan beliefs from the minor races as well as the introductions of the major beliefs and religions from the major races, because they all came together in the underrealm and survived in that regard. So you’re gonna see naturally a combination of those two things.

     

    Faisal: Most of the creatures have been clear hybrids of IRL animals; which hybrid combination is the ideal/favourite?
    Steven: Answering which hybrid is the “best” would be highly subjective, but I would say that it’s an accurate observation that many of the creatures that have been seen thus far have been an example of merging of different types of animals. Don’t read into that too much, even with the most recent reveal of the last weekend with the Ancients, you’re starting to see perhaps an influx of completely unique creatures. As we move forward in development past A1, you will see more unique creatures get defined. Part of the reason why you’re seeing more combination oriented creatures is that, initially, in animation, from a developer standpoint we want to establish base skeletal rigs. These skeletal rigs adhere to specific types of species, whether they’re bipedal, quadra-ped, unique skeletons, flying skeletons, dragons, etc. We’re establishing the baseline when it comes to rigging and animating the special skeletal meshes and as we work through the process of creating these 3D models of the creatures for the character team to give to the animation team, they’re doing so in order that accommodates the skeletal rigs that have been made. 

    So that I think is just a happens stance and I wouldn’t read into that too much. And when I say “skeletons” I mean the bones and joints that exist under the character model that you can’t see and when the animator animates a creature, they’re taking those skeletons and they’re capable of deforming and moving the mesh around via the use of that skeleton. So what happens is that you get similar run cycles, walk cycles, and idle animations that get applied to the skeleton, and those types of animations make sense for, lets say, a lion and a cougar or a hyena. There’s a blend of species where you can share these animations across the different meshes. And that’s really one of the most effective ways of creating an NPG because there’s so many creatures that exist – you have to share where you can. There’s a lot of fun stuff that’s planned, especially with the way that animal husbandry is intended to work. There has to be combination points where the creature gets cut at the neck or the leg or wherever and there are swaps that are capable. Animal husbandry is meant to be a pretty diverse profession, one that has a significant importance because players in MMO’s love their mounts and we wanted to do something unique in that regard. 

     

    Simurgh: What was the reason for the Gods to create the Divine races after what happened with the Ancients? What’s the reasoning with the souls being something that can be manipulated as a Conduit?
    Steven: To touch on this lightly, souls acting as Conduits is a very integral component of some broader features in the storyline. If you think about souls being a Conduit for Essence and you think of the Gods as masters of the Essence; if you think of the Essence being separate from the Gods (let’s say they’re parallel to each other), one didn’t create the other, but they coexist in this almost symbiotic form with one another, almost to the point where their manipulation of the Essence is perfection – they can perfectly manipulate it. And lesser beings, and I say “lesser” in a sense of their alignment or closeness to Essence, they’re still perfecting that manipulation and some never achieve perfection, almost to the degree of ascendency or enlightenment, Essence being that sort of Chi that exists. In that regard, when a perfect being, such as the Gods, and I’m not saying “perfect” as the correlation between sin and not sin, I’m thinking perfect in the sense of how you can control and manipulate the Essence, that control is perfection from them. 

    When you think about souls being a Conduit, what are Conduits used for? Conduits are passages, they’re methods by which Essence can travel between realms, between planes. And there hasn’t been any definitive understanding of just how many planes exist, we understand that there is a disparity between the planes when it comes to their connection to the Essence, and because Essence is so powerful, and it flows through these planes almost like a river, you can think that Conduits help to maintain that flow and/or even exaggerate the flow. And there might be something at play, that I don’t wanna touch necessarily, as to why one would want to create these types of Conduits, these souls, this creation on the material plane. Something of significance.

     

    Simurgh: Are the souls of the Tulnar any different than the other races? Do souls exist the same on Sanctis and other planes?
    Steven: Can’t answer the Sanctis one and I would hate to answer the Tulnar one, but I will say that the Tulnar have souls and their souls act as Conduit as well.

     

    Daedelus: Similar to the Ancient monsters that were revealed on the Extra Life stream, as you gain more power, they had abilities to shape shift and form demonic wings, are you planning to have a similar shape shift capability, even if it’s in a limited form as players gain more favour with their religion or their Deity?
    Steven: Any form of changeling or shape shifting that’s capable is done so through the Essence. There’s a few ways that a soul can become attuned to a specific type of magic in manipulating the Essence. And overtime as you manipulate the Essence in the same way, your soul can start to develop a tendency to gravitate towards that type of magic. So in that sense, those shape shifters and/or changelings that are capable of changing their form, they do so because they have mastered, to a degree, that type of magic and their souls have become attuned to that type of magic. The Ancients, on the other hand, their body forms are less changelings/shape shifter oriented and they are more sedentary in their physical form, meaning, they don’t change them often; but the reason why they look different from one another is overtime that perversion does manifest itself, not in the same sense as shapeshifting does, where you can change at a snap of your finger, but rather through generations of honing their specific castes, because it’s a caste-based society. They are literally bred into a role, and that role has perfected over time because through the delineation of specific subsects of the soul of the Conduit, that this race has, those different castes become tuned to different roles; that’s why they are traditionally in a caste society. 

    And that is also going to present itself in a physical form, so you’re going to see grunts that are specifically geared towards type of combat, or type of magic utilization, or specific climate and environment, you’re going to see lieutenants, captains, generals, and raid bosses and they’re all going to take different forms because their whole perversion of Essence through the corruption is to take creation on the material realm, that the Pantheon of good Gods did, and twist and bend it to the corruption that exist within an Essence. Because they view that as a more powerful form, a more raw and arcane form of what magic is meant to be used for. There’s no point in these false constructs of morality when utilising and harnessing the power that comes from the Essence. That is a social construct that was created by inferior Gods, according to the Others, and it limits the ability of their creation to really capitalize on what the Essence is to be used for in its pure, enate nature.

     

    Faisal: When it comes to the Freehold skins, does it apply to every tier? And when it comes to immersion, does it break the immersion if you use different race housing skin in areas they would normally not be seen in, e.g.: how would an Orcish or an Elvish Autumn skin look like in a desert biome or a snow biome?
    Steven: So the artists are really good at what’s called Blending. And when you consider these assets on a Freehold and you understand the size of the Freehold, which are fairly sizable, there’s an opportunity there that the artists have in blending different types of influences, from the artistic direction of these particular assets, with each other. I can’t necessarily give you a definitive answer on that, until you guys can actually see it and be able to understand it, because I can’t explain it in words. There is obviously going to be some competing visual aesthetics with regards to these different types of skins, but I think it will look appropriate. And I think the art team has done a very good job in creating a visually aesthetic world and they will continue to do so with the differences of the cosmetics that are available, you’ll just have to wait and see.

     

    Simurgh: Will Faisal see a bunny outfit in the game?
    Steven: I do not think there is a bunny outfit, in the sense that you’re thinking. Not a mascot-looking-furry cosmetic. This game is a little more on the realism side, unlike most eastern games with some not-realistic looking costumes, where the immersion can get broken when you’re a serious looking paladin walking past a dude in town wearing a tanktop, jeans or a giant bunny outfit. That’s not to say you can’t have fun. And Monster Coins exist, where you can literally become a monster – and there might be some crazy looking bunny monster – and maybe, through the progression of monster coins system, there will be cosmetics that you can achieve which do reflect the monster itself, to a degree, but it’s not going to be what we’re accustomed to in games like, for example, Archeage. 

     

    Simurgh: Do the Ancient beings, showcased in the 24 hour livestream, have so tie to the Monster Coins?
    Steven: Traditionally, the Ancients are not going to be part of the Monster Coin system. These are the primary antagonists of the story. From a lore perspective, and one of the reasons why they’re not a part of the Monster Coin system, is because their souls have really developed almost to the point of perfection in manipulating the Essence for more corrupt uses, they haven’t quite gotten there, and who knows if they ever will, but that kind of attunes them out of the possibility… the reason why the monster coin system is possible with other creatures. 

     

    Simurgh: Is there a chance we’ll have a guild calendar built into the game? If so, will it have any functions?
    Steven: Two weeks ago, we brought on an outsourcing company to help with a lot of the website related backend stuff that have needed some updating. And a part of what, I think, their objective is going to be is also to work a little bit on the mobile companion app as well. And to elaborate a little bit on calendar specific dates that you can have running as reminders in your guild UI, this will also be something that I would like to be available on the mobile companion app as well. So essentially you can receive notifications via a calendar update on guild events that the leaders or the officers have the ability to pin within the game will also give you notifications on the mobile app as well. That’s my intention at least, that’s what I’d like to do. For me personally, being a guild leader of a very large guild in the past, these types of administrative functions are life savers for guild leaders; just to take a second here real quick, guild leaders are a very important part of the community for MMORPG’s in general and the reason for that is – think of it like a queen on the board: “I bring order to chaos”. To a degree, guild leaders are that order to the chaos, they help organise, they do so through lieutenants, they delegate responsibilities, there are good leaders, there are bad leaders, but essentially it’s a highly social environment and if you can find a good guild and that guild is augmented with complimentary services from the company, from the game itself, it just makes that life easier and allows them to execute better, so in my opinion that is an important aspect.

     

    Sigmurgh: When finding the team to make this project, what was the most inspirational thing that you told other developers to get them on board?
    Steven: I think what was captivating were probably three things: one they weren’t going to work for a group of investors or a company board, or some baggage that had existed with lots of what’s in the industry. Two: My approach to the company from a culture standpoint is really more family oriented. We have a relatively flat structure and there’s an opportunity where I’m working very directly with the individuals and I have a very clear vision of the design of the game, and the story of the game that I think gives a sense of steadiness because, maybe, other developers are used to constantly changing directions and, from what I’ve heard, it can be very interruptive to the process. And I think that the third thing that struck home with people is: here is an opportunity to be a part of an MMORPG at its ground level, at its inception level. And that’s always a fun idea, because as a developer, oftentimes, you come onboard a project and it’s already an established process, there’s already an established codebase, and who knows if you can even find your way around that. There are things that really take the creative voice out of being a developer on a project because that creation has already occurred. And the way I approach developing Ashes is I like multiple voices, opposing voices, all possible avenues that can be taken in development, not just from the community, but in the developers as well. I want my team to feel invested in the project both, not just from a working standpoint, but from a creative process, from being an architect of this vision. 

    That’s something that’s important to me and I think that it gives a good sense of fulfilment, especially to those who have more passion and are creative. I always make it a point to talk to them on their interviews about what motivates them to apply to Intrepid and why they want to work on an MMO, because and MMORPG is a giant project, it is the largest game development that’s really possible and ours is just an extra pinch of awesomeness, because it’s just that ambitious. And oftentimes, when I interview people now, and we’re almost at 100 strong full time developers in the studio, my final line of defence for a newcomer is: are you sure you want to be a part of this project? Do you understand the commitment level and what it takes? Because it is no small cookie. There are so many moving parts, it is easy to get lost in that regard. But I think just being at the ground floor opportunity of something that’s going to be pretty big is a huge inspiration for people.

    Daedelus: Will a Bard equip instruments like a weapon or are instruments connected to particular skills?
    Steven: That’s something we are still theory crafting with. We haven’t touched the Bard yet. We have a lot of different prototype designs that we want to try first and we can prototype very quickly in the A1 process to get them up and running; my initial idea is that the bard instrument, and that instrument doesn’t have to be musical, it could be literary, vocal, instrumental, or gambit of what makes a bard traditionally a bard; a lot of people associate it with music, but it can also be story driven. My initial idea is that this particular item will have a unique slot only to the bard. And in that sense it creates a very specific economic impact on these items, per se, because they’re inherent only to one class, but there’s a way we can step that up in some different areas, but this could be a quill, a journal, a book, an instrument, a sheet of music, etc. And each of them can have specific benefits that relate to the bard skill sets, so that’s kind of my initial direction. There’s some competing ideas and the way we go through these archetype prototyping is we segment the design or engineering team into pods and they can go out and stand up within the week the prototype of the class. And then Jeff and I will sit down and we’ll take a look in the editor what this feels and looks like and give direction, scrap it or move forward.

     

    Faisal: Could Tulnar look Avian, how much will they look like the ancients, if any?
    Steven: There’s not really an avian influence and there’s a specific story reason why. When the Apocalypse occured, the Avian races that were considered sentient or minor races in Verra, really didn’t think to go into the underrealm. Their first inclination was to take to the sky, so there are bastians that existed of the Avian-like races in AoC on Verra before the Apocalypse and before the remaining major and minor races fled to the underrealm, that held out for a period of time, but there’s specific reason why in A0 one of the first races you experienced as monsters or NPC’s was an almost humanesque avian bird race. This particular race is I think indicative to what happened to those races because they chose not to go to the underrealm and there are specific war reasons as to the leaders of those minor races that chose not to do so which will be revealed in future stories and questlines.

  • 10/30/20 Livestream Transcript

    10/30/20 Livestream Transcript

    Livestream Header

    October 30th Livestream Transcription

    – Intrepid Studios shares a developer update and announces Halloween Contest winners.

    Quick Updates:

      • 24-Hour Extra Life Stream on November 7th.
      • Halloween Contest winners announced (See Below)
      • Alpha 1 Testing roadmap. (Subject to change)

    Engineering Team Update: The engineering team has been focused on player replication and basically how movement in Ashes of Creation works. Yesterday we had a short test with around 80 players from PI focusing on the movement iteration- The combat shown will have its skill FX etc tweaked, what you’re seeing is a placeholder variant of graybox testing. Additionally, I (Steven) am colourblind, so you will have colourblind support for UI customization.

     

    Design Team Update: Regarding PvP balance, we’ll be balancing based on a macro scale, group based content. There will be classes that blow others out of the water due to the matchup, but we’re okay with that as the focus is to balance around group content. Even though augments will change how your active skills provide you abilities, there is a focus on the base archetype itself. So it’s not 64 true classes, but rather 8 classes with numerous variants. You could lean more into your subclass or lean less into your subclass. Dont expect as much variants in the 64 classes. Think of the classes having a shared chassis (Archetype).

     

    Environment Team Updates: Moving into Alpha 1, we’ve tweaked the node system. Initially we would bruteforce the upgrade process, but what we’ve done now is- The engineering team has created a tool for the design team to upgrade the process. You’ve seen the underlying process of nodes, each node felt somewhat the same, however now we have the ability to be more dynamic and procedural as we get to have different layouts and nodes that change etc. There’s still a lot of work to be done even though we’ve completed the underlying architecture for it.

    Halloween Contest Alpha 1 Key Winners

      • Gorgeous Prize Winner: Mitkoko
      • Glorious Prize Winner: Llamamama
      • Grand Prize Winner: Ihatehealerz
      • Honorable Mention: Paramox
      • Honorable Mention: Nudiggity
      • Honorable Mention: JohnnyA
      • Honorable Mention: Friendlyneighbour
      • Honorable Mention: Flaunt
      • Honorable Mention: Avoxia
      • Honorable Mention: WoodOx

     

    QnA Session

    Q: Will citizens and or mayors be able to track new citizens, elections and more?
    A: Yes, there are election notices. You can track player’s affiliations, the type of property they own and much more in the list of citizens. You’ll have a dedicated node chat section and you’ll get a notification there where players join as citizens.

    Q: Will items offered in personal shops, stalls, auction houses etc. be at risk during node sieges?
    A: The stall works differently from player shops. The stall does not require the player to be present, you just rent a stall and it exists for a timer to sell items. Playershops require a certificate to sell with your character. Since the stall can be linked to your warehouse, materials are at risk during a node siege. So processed gatherables and raw gatherables are at risk.

    Q: Will there be a cooldown on changing sub classes?
    A: We have not settled on how to implement the cooldown. Maybe quest related cooldown, or different specializations, but we have not decided yet. 

    Q: Will a guild be able to relocate their guild skill points?
    A: My initial position on it is that it cannot be re-allocated. However subject to change. It would become a little gamey if you could adjust the skill allocation to meet the immediate situation. 

    Q: How will hair and equipment interact with attire? Clipping etc.
    A: Depends on helmet, it decides face covering and the model hair piece. 

    Q: How do dyes work?
    A: If you use a dye, you dye the relevant components of that set. There will be sections of the armor set that will be dyeable. 

    Q: How will hitboxes work with some races being small and large?
    A: It’s something we need to tweak and adjust. We will probably have a unified hitbox with some collision roles based on testing.

    Q: If I’m a more DPS oriented character, can my combat pet do tanking/healing? Or are they the same as my class?
    A: Yes, you can have a more tank or support or DPS combat pet. Combat pets have various raririties, might be harder to achieve but offer better capabilities and skills. 

     

    Link to Google Doc

  • 9/30/20 Livestream Transcript

    9/30/20 Livestream Transcript

    Livestream Header

    September 30th Livestream Transcription

    – Intrepid Studios shares update on aquatic and underwater mounts, naval content and progress update towards Alpha 1.

    Quick Updates:

      • Halloween Contest soon, winners will obtain Alpha 1 keys.
      • We have filled 20 out of 24 positions at the company. 
      • We will be doing the next big onboarding phase in January.
      • The studio move to the new big studio is delayed until the COVID situation gets better.
      • Alpha 1 testing is still on schedule for later this year.
      • We also had some odd 440 or so testers in last weekend’s test. Special thanks to them for squishing the bugs along the way.

    ebwb32

     

    Design Updates: Regarding the underwater visibility/blurriness, please do keep in mind this is the first pass for underwater visuals etc. It will get much much better. Furniture will provide bonuses, bunk beds exist, sleeping in the same bunk bed with a family member or sleeping with your spouse in the king size bed will all trigger better buffs. We are working on the next tropical biome. This biome is where a large portion of the upcoming alpha 1 test will take place. We’ll be showing you some of the concept pieces made by our artists which our environment team will be using to build the world. We want these overhead rock formations to contribute to players being able to ambush enemy player ships that are coming in to dock.

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    Armor will look different across the races and genders. So an armor when picked up and worn by an elf will look different from an armor piece worn by a human. So we want the same thematic set across the different races, but with subtle differences. When it comes to player models, I’d like you guys to understand that the scope of the game is massive- So as we continue to go through development, the base character models will get refined further and further all the way until we get to the character creation stage. We plan to aim for the stars on the character creator front, but it requires a lot of work on setting the parameters of restrictions.

    ggCNKC0

     

    QnA Session

    Q: Will aquatic mounts be able to traverse naval areas as far as large ships?
    A: Yes. There will also be plenty of underwater and naval content.

    Q: Will all mounts have the same movement speed stat?
    A: Depends on the grade/rarity of the mount. 

    Q: Will there be underwater combat or mounted combat?
    A: Yes there is underwater combat. Yes there is also naval combat. Raid bosses, dungeons, trade ships and more on the naval content. It’s important that it feels good and fluid. As MMO players, many of us know different games that have tried and failed to hit the mark, so it will require a lot of work.

    Q: Will players be able to craft items that provide underwater advantages?
    A: Yes. Underwater breath buffs, speed buffs and more will be present. No underwater vision buffs though. Underwater visibility needs to be fair and balanced.

    Q: Will mount saddles provide benefits?
    A: Cosmetic saddles require obtaining a saddle first before you can apply the skin to it. All gear has stats which vary depending on rarity.

    Q: What would prevent someone from having their friends or guild members kill them to reduce their corruption and giving them their gear/items back after death?
    A: Nothing prevents someone. You could hide and get this done, but there’s risk associated with it. These players are not escaping the penalty, but they are mitigating the risk. However bounty hunters can view corrupt players on the map, this significantly reduces your ability to hide away and ofcourse, gear when dropped can be picked up by anyone.

    Q: Will the world be a circle or sphere?
    A: There will not be world wrapping in AoC

    Q: Will there be a hardcap on how many players can be hit by an AOE?
    A: Currently have not decided. Leaning towards No. But it requires further testing. While we want diminishing returns from a CC perspective, but I dont believe limiting AoE feels good to a player. The AoE should serve as an AoE, providing counterplay.

    Q: Will players be able to party duel besides 1v1?
    A: Yes, its something we’re looking at. But it requires some tweaking.

    Q: If your Node is at war with a Node your guild mates live in, does that stop you from being able to party with your guild mates, raid, and defend your castle if the Defensive Siege happens during the same period as the Node War is happening?
    A: It wont prevent you from partying. If the guild members want to party and work together while at war, they can do so. (This definitely requires further testing as there are a lot of pseudo-factions and we want soft friction between them)

    Q: Will crafters be able to craft legendary gear?
    A: Yes you can craft legendary quality gear.

    Q: Will gear have limited repair amounts?
    A: No. Gear can be repaired as many times. However instead of just gold, you will need materials to repair your gear, thus contributing to the economy and gatherer/processor players.

    Q: Can tab abilities be changed into action abilities and vice versa?
    A: Some abilities when advanced can provide additional targeting mechanics. But no, there’s no direct switch between action/tab. We don’t want to mess up someone’s experience based on what they expect from an ability.

    Q: When a character’s clothes are affected by the environment, is it just cosmetic or will it affect the player’s resistances?
    A: No. There’s climate effects from a buff standpoint. Using frostbolt in a winter climate will cause it to be stronger for example.

    Q: Will there be a guild audit log in game?
    A: One thing I could not stand as a guild leader in previous games was when you logged in and had no idea what changed. You will have logs for deposit/logs, promotions/kicks, joines/leaves and more.

    Q: How will the mentorship program where high level players help lower level players work?
    A: The mentorship program will be based on the node buildings, there’s specific buildings that allow for mentors to help mentees via quests where you take them through dungeons or escort quests for NPC caravans, these will provide a benefit for veteran and newer players. MMO’s do great with retention but struggle at new player acquisition. The nodes will at first primarily grow around spawn gateways at the start, we want new players to walk in and see a thriving world. Not walk into an empty early zone where you don’t see anyone.

     

    Google Doc Link

  • 8/28/20 Livestream Transcript

    8/28/20 Livestream Transcript

    Livestream Header

    August 28th Livestream Transcription

    – Intrepid studios shares early Hybrid Combat, progress updates and discusses plans for the year. (The majority of this stream was a video update, I’d recommend watching it to see the combat etc.)

    Quick Updates:

      • We’ve moved the game engine from UE 4.23 to Unreal Engine 4.25
      • Studio move delayed to next year to focus on Alpha 1 for this year
      • Intrepid has parted ways with My.com and is opening their own EU office

     

    Studio Update: As of yesterday we have filled 16 of the 24 open positions, we are incredibly grateful to all of you for helping us spread the word and reach out to people. We’re going to be postponing the move into the new studio until the start of next year as I’d like to have the team focused on pushing out the Alpha 1 client.

    Design Team Update: We’re going to be talking about our current work in progress for the Hybrid Combat system. Your skill tree will be split across 3 categories, Passives, Actives and Weapon skills. Pressing Z allows you to switch between Action and Tab target, doing so brings up a reticle allowing you to play in action combat or switch to the good old tab target. All weapons have a forward cone to a degree, so for example polearms would have a wider arc while daggers would have a smaller fine-tuned arc. However as we have said in the past, action and tab are two combat systems with different rythm/tempos. Combat NEEDS to feel good, it needs to flow, it needs to be tactile and responsive- and we’ve got a long way to go before we get to where we want to be. Combat will be changing continually throughout development. Regarding skills, the goal is not to overwhelm people with hotbars, but with that being said it’s also a build-based game, so you will decide how you fill your hotbar. No add-ons, however the UI will allow customization, resizing, colour changing, etc.

    The castle you’ll be seeing in the next clip is about 1/4th the full size. Castles are occupied by raid bosses before players. Additionally the castles grant greater benefits the longer a guild holds them. Kings and Queens of castles will be able to have special relations with nodes and interact with Mayors. The economic benefits of owning a castle will have an effect on the server/world.

     

    QnA Session

    Q: Will you be allowing add-ons?
    A: No.

    Q: In the aftermath of a siege, can only the attackers/defenders attack buildings? Or can anyone come in and attack things?
    A: In the current design, during the vulnerability period, anyone can attack freeholds and buildings. There will be a grace period mechanic and more.

    Q: Does gear held in your bag lose durability when you die? (Not equipped)
    A: No.

    Q: Are artisan crafts affected in any way by Race/Religion/Archetype?
    A: No.

    Q: Plans for level 50 to be a soft cap to level beyond it?
    A: No. Hardcapped. Soft caps cause balancing issues.

    Q: Steven mentioned flight paths in his interview with Asmongold, is that for scientific nodes?
    A: No, that’s for all metropoli. The system I was talking to Asmon about was to travel from Node A to Node C if players have built the system for it.

    Q: You mentioned in PvP you could identify classes by icons. Will each of the 64 classes have icons?
    A: Yes. You will also be able to see buff icon for gear grade/type.

    Q: Will you move to Unreal Engine 5?
    A: Unreal offers a lot of support from Epic Games. Regarding UE5, Epic does keep in mind the various projects that would be interested in moving over to it. If you look at other games, when they take an extended period of time to release (many years) they go through significant changes, Ashes will be one of those games. 

    Q: Will the beta be the full game?
    A: No you will not get the full game in beta. For example, you dont have to have every single combination to test whether a system is working. So we plan to disable lots of selections/variety and just to test out things while mitigating how much we reveal.

    Q: Can I keep a house cat in my freehold?
    A: It’s not outside the realm of possibility, it’s rather easy to implement. We’d have to scope it out.

    Q: Do freeholds take on the appearance of the predominant racial structure or do they take on the owner’s race or choice?
    A: It’s based on the blueprint. The freehold is your space, you make it look like what you want it to.

    Google Doc Link

  • 7/31/20 Livestream Transcript

    7/31/20 Livestream Transcript

    Livestream Header

    July 31st Livestream Transcription

    – Intrepid studios covers multiple areas of the game’s development and provides a studio update.

    Quick Updates:

      • Leader of Men + Phoenix Initiative test is due for the end of August. (Kickstarter Backers)
      • 2 years ago we stopped Alpha 1 sales since we hit the 10,000 sale limit. However we may consider opening this later after the initial alpha 1 testing, but it depends on how the stress tests play out.
      • All accounts registered before September 2020 will receive a free housing decor statue to signify the struggles we as humanity have gone through with COVID.
      • We have a new set of Discord emotes for the server.

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    Studio Updates: We have begun our next round of hiring and have listed 24 positions at the company of which 7 have been filled. We wanted to wait until the pandemic restrictions were lifted but with the way things are headed, we’ve decided to just go through everything online. Please reach out to developers that might be interested in the project. We’re going to have to push back moving into the new studio to after new years due to the restrictions placed by our government. I know that hype can lead to the dark side, we don’t want it to get to that, but we want to be open and transparent to get as much feedback as possible. It’s great to diversify the feedback.

    Design Updates: We hit our big milestone back in May, the time we spent after that is catching up on other things. When it comes to figuring out where we want to go and how to scale the tools for the massive game that we are trying to build. So the design team is working on populating the world quickly and efficiently and engineering is building the tools for it- We’re currently near the end of this process. As design tools were built, over time, as we scale up the development of the game, the tools have to be refined and scaled up as well since the tools speed up development time. A good example is monster spawners, the process of placing the spawners in the world and setting up that data takes a lot of time. So we realized we need something like a world manager that tells the world how to handle each spawner rather than us place each individual spawner. Keep in mind nodes can be of different types, human/elf etc. which affect the world differently. 

    We’ve been doing a lot special VFX changes recently, if you’ve been following Unreal Engine’s development, we’re now using Niagra which is an amazing way of handling VFX combined with hoodini. So this blink skill might default may only teleport you forward, so by allocating skillpoints you could make the teleport omni-directional, so with a directional keystroke you could teleport while maintaining your direction. The great thing about Unreal Engine is that the graphical fidelity it offers is so beautiful. So if you’ve got capable and talented artists (like Jim) you can pump out amazing art while maintaining game performance. 

     

    Next is a skill that allows you to grant a portion of your mana to a friendly character. This skill in particular uses volumetric lighting. Now we are taking into consideration that players will have scalability settings depending on the rig or hardware they are running to reduce the detail on the VFX so that it’s not as intensive on their rigs.

     

    Prismatic beam is another mage skill that roots you down, beams are not easy to do, but this one is flowy-watery and is captured pretty well. I guess it will look better once the player animations are added to it, but yes, it’s a channeled magic skill that falls into a more action based skill where it’s dependent on the accuracy of your mouse, not your character stats. At the first stage, it only hits the first target and stops, but placing skillpoints will let the beam pass through enemies. Ofcourse, all of this is subject to change during testing and it will go through a lot of iterations. One of the coolest things we like seeing, which triggers a dopamine response, is the level up effect. I loved the lineage 2 level up animation so we’re going to try to hit that. What you are seeing above is the FIRST PASS, it will be heavily iterated upon as we go through development.

     

    Next, we wanted to show off the very early stages of gathering and how it works. Gathering is one of the 3 primary artisan tree branches. We’re going to show tool prerequisites, gatherers will have the ability to create the tool which will have a limited amount of usages. As you grow in proficiency you will be able to craft tools with a much higher usage count. As players we are used to 3 different types of gatherables. The first is single gatherable resources which upon gathering disappear and spawn elsewhere. Second is a vein where you can gather multiple of a resource. Third is a more mobile type like a herd of animals that you have to hunt down to collect things. So when gathering, depending on your proficiency there’s a chance to trigger a higher rarity of the resource. 

    Also I did want to showcase the level 10 dungeon from above, you may have seen it on foot, but I wanted to showcase the entire scale of it. Regarding competing over certain zones within the open world dungeon, let’s say my group runs into your group and we politely ask you how long you plan to stick around in a room, you say ‘Forever!’ and refuse to leave, well then there’s going to be some PvP or probably a war declaration over who holds the room within the open world dungeon. For tagging mobs, if there’s 2 groups fighting over mobs, it comes down to who is doing the most DPS + who tags it first. The experience is divided between the two groups based on the damage done. So if you do 4000 damage to a mob with 10,000 HP, your group will get 40% of the EXP from that monster. Also just to be clear, flying is very very very restricted. Primarily to the mayors, kings and queens. Besides that it’s tied to the incredibly rare drops from world bosses, which drop an egg and you would have to raise it and it will only last a short time. So at any given time on a server, there would only be around 10-15 true flight mounts. 

     

    Environment Updates: We had some old waterfalls that are being iterated on, so the water shaders have been updated and will continue to be updated as we get closer to launch. They look incredibly natural and are much better performance wise which is a win win. Next is some seaside environment assets to make the world look like a beautiful place, followed by the Dunir node buildings concept pieces which are a more traditional dwarven race.

     

    Character Updates: First up is an early pass on swimming, this is not final. Screen transition effects for swimming will be added later, but yes water combat will be possible with the usage of your skills. Naval combat is planned to be added. Next is how visual progression takes place. So on the development side, we expand on base silhouettes and the thematic components to show visual progression. You have 8 different armor pieces and you can choose to individually equip different cosmetics to customize your character’s appearance. Followed by the warbeast animations, they are incredibly large in game. The spiders being shown are of various scales, some will be small while others will be taller than your character. 

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    QnA Session

    Q: Say I don’t harvest or gather for a couple of levels, would I fall behind in terms of gathering skill?
    A: The advancement of your artisan path does not correlate with your adventuring path. So you can just not touch gathering at all until you hit max level. But yes, building up your artisan path will let you unlock various professions. Do keep in mind the game is not designed for level 10 zones, then level 20 zones and level 30 zones. So it’s not going to be all iron in level 10 zones. Things will be realistically regionalized, less game-like and more realistic/organic. This is important so that regions rely on the caravan system to provide access to local resources. Creating supply/demand is important, so some regions will have popular resources while it may lack others.

    Q: Will there be any way for players to search for items before travelling to a node? Or do we have to go there first in order to see what is available.
    A: On the auction house front, economic nodes have access to auction houses that are local to that node. So if the parent node is economic, the vassal nodes under its ZOI will ‘share’ the auction houses. So from a player stall standpoint, you can purchase a certificate from the economic node and it will provide a license to put down a player owned shop wherever you are in the world. So each node has the ability to build a market, but economic nodes have it built by default for player owned stalls. This is where you list items for sale. Now all of these along with auction house listings will be accessible on the community board that will show you the location and items being sold, so then you can travel there and buy what you want. 

     

    Google Doc Link