If you’re a player who’s been paying attention to the Ashes of Creation development process, you’ll know that we’ve hinted at various aspects of the game over the past few months. Now, it’s time to hear directly from the developers themselves regarding specific aspects of the game.
Hello again, folks! Just a few hours ago, I attended a closed-doors press event for the Ashes of Creation team. To give you an idea of what we learned, here’s a summary…
In the wake of the recent combat system change, I’ve been getting a lot of questions about the game’s combat. In this post, I’ll answer questions about classes, class balance, combat, PvE and PvP, and social interactions.. Read more about ashes of creation classes and let us know what you think. Yesterday, Creative Director Steven Sharif, along with a representative of the MMORPG community, answered several fan questions about Ashes of Creationon the Protobear subreddit, which, as usual, included a wide range of questions about various systems and topics surrounding the upcoming MMORPG. As usual, Sharif had a lot to say a lot , so hang in there. First, Sharif answered a question about the game’s hybrid combat model, explaining how skill trees combine focused skills with more active skills that register hits or projectiles. Ultimately, developers will continue to iterate on the battle and collect user data as they test. Sharif also answered a few questions about the game’s bard and summoner classes, explaining that the bard will provide support, but will primarily be a universal class, while summoners will be able to assign skill points to better define the role of their companions (DPS, healer or tank). In passing, Protobear asked why the developers chose the Holy Trinity class configuration; Sharif replied that most MMORPG players are used to the Trinity and that there are certain systems that don’t need to be reinvented. Another question was whether there would be more complex content, which prompted Sharif to talk about how certain bosses or other monsters have different skill trees they can use depending on how the encounter goes, such as extra augmentations, rage, recovery effects or buffs. When asked how to prevent large guilds from controlling huge areas in the form of camping world bosses or open world dungeons, Sharif said that the size of the game world will likely make it harder for large guilds to amass all the hotspots. He also talked about how player policies will effectively address the problem and how often nodes in the AOC area change, making it difficult to manage. Another question along the same lines is how open world PvP will not make AOC unplayable for small guilds or lone players. In this regard, Sharif relies on the hidden flag system and corruption of the game system as a deterrent, as corrupted players receive harsher death penalties, accumulate more XP debt, see their skill effectiveness decrease, and become visible to bounty hunters. Sharif nevertheless stressed that the economic game must include an element of risk, referring to things like caravans as a form of risk-reward balance. A question about PvE-oriented gameplay was asked shortly after, to which Sharif responded with elements like dungeons, raids, crafting and resource gathering, as well as an open world that encourages social interaction and not just area control. What’s likely to happen is that you’ll meet people you didn’t know before, Sharif says. The idea of an open world is not to create contested territories. It’s about putting yourself in an environment with other people – with lots of other people – because that’s what makes an MMO an MMO. As for expansions that make old content obsolete, Sharif again pointed to the node system in AOC as a solution to the problem: new areas of the map or points of interest will always require players to create nodes, keeping existing player activities relevant, be they crafting, collecting, or adventures. By the way, the node system is explained as a way to keep starting areas populated, since they don’t disappear unless they are destroyed, and to attract players who are citizens or have houses in that node to that area. Finally, Sharif talked about the different superpowers of Metropolis nodes, starting with the fact that things are subject to change, and also talked about features like god nodes with huge Ironman-like catacombs that connect to minion nodes. That could change, however, and Sharif asks fans not to take this statement as a guarantee. If you have an hour to spare, you can watch the full show below. ViewThis week, we have a guest writer, CAY, who will be discussing with us the different features of Ashes of Creation, and what players can expect. From the way Ashes of Creation has been presented to us, it seems as if the game will play as a roguelike, where the world will be constantly changing. However, unlike traditional roguelikes, there will be a plethora of systems in place to create balanced gameplay. The combat system will be designed in a way that is easy to control, but still challenging, and the game will have a fair balance of combat-oriented and non-combat skills, which will allow players to create the characters that best suit them.. Read more about ashes of creation races and let us know what you think.
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