almost 3 years
ago -
Ashes of Creation
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1s | [Music] |
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20s | hello everyone salutations and welcome |
23s | to our glorious ashes of creation april |
26s | development update we hope everyone is |
29s | well and safe |
31s | i am margaret crone your community |
32s | marketing lead and with me as per usual |
35s | is r1 the only the ship driver akk |
40s | aka creative director stephen |
43s | sharif you are you're driving the ship i |
45s | forgot to mute my phone i'm sorry |
48s | hello |
49s | how are you doing |
52s | i'm good i'm sorry |
54s | i was getting distracted by twitch yeah |
57s | um yeah i'm great it's been i was |
59s | actually answering this to folks in |
61s | twitch chat earlier uh it's been a very |
65s | busy month so much that i feel like i |
67s | blinked and it just passed by oh yeah i |
69s | know not a bad thing i think that's that |
72s | means there's just a lot going on and |
74s | that you know i'm moving and grooving i |
76s | i actually didn't get too much sleep |
78s | last night because |
80s | our uh |
82s | the magic |
84s | magic the gathering games that we played |
86s | last night after work |
88s | we were up a little late |
90s | and uh that was a lot of fun we had like |
92s | 15 people from the studio playing magic |
95s | commander uh |
97s | after work it was it's become a pretty |
100s | considerable size group you guys always |
102s | play on thursdays and it's like that's |
104s | not the best day for me i was like i |
106s | want to play i even bought a commander |
107s | deck because i've never done i played a |
109s | lot of mtg but not commander and i'm |
111s | excited to play i love commander yeah |
114s | you don't get the whack especially with |
116s | a big group like that |
117s | oh yeah we had we had an emperor game we |
120s | had a penta we had a couple two-headed |
123s | uh two-headed games um it was fun |
126s | nice well i'm happy for that uh the |
129s | other element of that what i was saying |
130s | was like it's been amazing working with |
132s | this team because everyone's super |
134s | passionate and although i've worked on a |
137s | lot of teams i haven't worked on a lot |
138s | of teams where everyone just like comes |
140s | to work with like |
141s | this enthusiasm for the day versus like |
144s | oh i'm coming to work today you know |
147s | it's very different atmosphere and you |
149s | know i absolutely adore |
151s | everyone we work with and my team |
153s | personally has grown over the years i |
155s | know we're going to talk about it in the |
156s | studio update but it's pretty pretty |
158s | amazing how are you doing i feel like |
160s | you need a vacation good |
164s | there's no time for vacations |
166s | no i'm doing really good i don't know |
167s | it's a little chilly today so if i'm |
169s | shaking it's because i'm cold but um and |
171s | i left my jacket at home |
172s | but no i'm i i know i'm doing good um |
176s | yeah a lot of work this last month the |
178s | the town hall the we had an internal |
180s | town hall actually was it yesterday a |
181s | day before |
183s | i can't remember no day before wednesday |
184s | before yesterday wednesday they're all |
186s | building together that was like a |
188s | three-hour town hall session for our |
190s | studios um but uh it was really great |
194s | and |
195s | you know um |
196s | it's always cool when everybody gets to |
198s | see everything that everyone's working |
200s | on and we you know are at the end of a |
202s | particular milestone |
204s | internally from our uh |
206s | production team um getting kind of that |
209s | that look um at everything is is a lot |
213s | of fun and very inspiring um so i loved |
216s | our internal town hall and then uh of |
218s | course |
219s | it was it was it's almost like a a diff |
221s | a second stream but just for the team |
224s | like an internal private stream it's |
226s | like an internal live stream |
228s | it was very cool and um you know people |
230s | are in chat going what about getting |
232s | some ashes of creation uh clothes to |
234s | keep us warm and we're working on it |
238s | and on the marketing side for sure uh we |
240s | know that a lot of people are asking for |
241s | it within our community um so there's |
244s | lots of stuff going on on that front i |
245s | think steven has teased a little bit of |
247s | like a while ago in regards to it |
250s | but as we get closer we'll be sharing |
252s | more stuff on that front but we've got a |
254s | whole slew of great things to cover |
256s | today so just if you this is your first |
258s | time tuning in with us down in the |
260s | bottom left hand corner you'll see our |
263s | like run of show basically we have our |
265s | reminders our studio update which we |
267s | talked a little bit about here uh design |
269s | and engineering update with some |
271s | eventful uh segments in there um and an |
275s | environment update as well as character |
277s | art update and q a so we will get right |
280s | to that kicking it off with our |
282s | reminders |
284s | first and foremost we've got our |
286s | question or our comment spotlight from |
289s | youtube if you are a youtube subscriber |
292s | and you leave us a comment on our video |
294s | we will be selecting a random person and |
296s | we'll read your comment and if you have |
298s | a question in there we'll answer it so |
300s | this one is from uh stephen barley thank |
302s | you for subscribing to us over on |
303s | youtube and leaving us a lovely comment |
306s | uh their comment says i love what you |
307s | are doing with the game with regards to |
310s | character customization i would love to |
312s | see certain customizations that require |
314s | in-game challenges to achieve |
316s | maybe there would be some extremely hard |
319s | to complete quests that allows you to |
321s | obtain unique eye colors hairstyles |
323s | scars tattoos or in especially rare |
327s | cases perhaps slightly glowing or |
329s | animated with variations of those and i |
332s | don't know i think i think this stuff |
335s | i think stefan might be in our studio |
339s | like with some bug devices or something |
342s | um no |
343s | sorry i called him stefan because he |
344s | spelled the same steven stuff yeah i'm |
345s | not sure which uh |
348s | um no but yeah that's absolutely |
350s | something that uh that design and the |
353s | character creator team has been you know |
355s | discussing stuff that we want to do is |
357s | is have unlockable uh features uh as as |
361s | steven was discussing there um where you |
364s | know like oh you have that scar because |
366s | you participated in this siege or these |
369s | many sieges or |
370s | um you know you have this tattoo because |
374s | of your of a cultural background or |
376s | because of a quest that was accomplished |
378s | um where you're able to get that that's |
380s | absolutely |
382s | a level of progression that uh makes the |
384s | character creator relevant not just at |
386s | the start of your experience in an mmo |
388s | but it gives you a reason to visit those |
390s | salons and make changes to your |
392s | character uh as it grows and has a |
396s | history a |
397s | a background that can be communicated |
399s | through these customization options and |
401s | that's that's a really cool um you know |
404s | an element to it uh that we want to |
406s | incorporate 100 |
408s | yeah so |
409s | what you're asking for we got you homie |
411s | boom uh boom done |
415s | all right next up of course we have our |
417s | reminder for a monthly cosmetic swap |
419s | over the road to desolation is scheduled |
422s | for |
422s | uh |
423s | to swap over on may 11 2022 at 11 a.m |
427s | pacific so if you'd like those snag them |
429s | while they're hot because we're gonna |
431s | have some new ones coming your way |
433s | um and of course uh this month we had a |
436s | little bit of a different feedback it |
437s | wasn't a part of our dev updates perser |
440s | per se but |
442s | um let me |
444s | go back over there |
446s | we had some hairstyle feedback that we |
449s | requested from you all |
451s | and in regards to that |
454s | uh |
455s | i think they'll be popping some in there |
456s | but we basically were asking you guys to |
458s | kind of provide to us some of the |
460s | hairstyles and hair types that you like |
462s | we heard a lot of your feedback in |
464s | regards to that |
465s | we actually compiled all the feedback |
467s | about all of the |
470s | character customization and we went back |
472s | and talked to the design team about it |
473s | steven was there as well and it seems |
476s | like all most of the things you guys |
478s | want we are going to be implementing um |
480s | obviously when it came to the character |
481s | creator we weren't completely done uh |
484s | showcasing all of the hairstyles that |
485s | we'll have we'll have a whole slew of |
488s | them different textures different hair |
489s | types and styles um but |
493s | in the interim because it was such a hot |
495s | topic we created a new thread where we |
497s | hope you all will share |
499s | images of hairstyles that you'd like to |
501s | see |
502s | so that we can um |
505s | you know share those with our team and |
507s | hopefully incorporate them as much as we |
508s | possibly can in our development phases |
511s | yeah and it's important to note |
514s | we've said this many times you guys are |
516s | aware of this like art is a continuing |
518s | work in progress um |
521s | and the character creator we wanted to |
523s | to show you guys kind of the level of |
525s | capabilities at an early stage um which |
527s | means many of those assets many of the |
529s | ideas that you guys shared were already |
531s | planned um and and kind of part of the |
534s | character creator roadmap um so look |
536s | forward to in the future getting more |
538s | updates on on those features as they get |
540s | implemented for sure um and we will be |
543s | compiling that so make sure that you |
545s | head on over to our forums uh check out |
548s | the discussion |
549s | feedback thread requesting hairstyles |
552s | for the character creator over there and |
553s | toss us their feedback i believe i saw |
555s | um beckner and roshan posting it in chat |
558s | click on it leave us some images of what |
561s | you'd like to see and i think with that |
563s | that wraps up our reminders short and |
565s | sweet today next up we have our studio |
568s | update which i will toss over to stephen |
571s | yeah absolutely so |
573s | the studio is growing actually we since |
578s | the start of this year |
580s | we have hired |
583s | 23 additional people to the team um |
587s | which is really cool |
589s | because we are getting an incredible |
592s | amount of talented individuals but aside |
594s | from the talent um individuals who are |
596s | just mmorpg fans and players and |
600s | um |
601s | you know they have they have a passion |
604s | for this genre and for the project and |
606s | they were following along and |
608s | um it's really nice to be in a position |
610s | from a studio perspective where |
612s | your project is known and it's desired |
615s | amongst the industry uh to participate |
617s | with it and you have these natural |
619s | applications and interests that are |
621s | coming every day uh that our hr team and |
624s | and is doing really great hard work |
626s | stacy and and cameron midori and and um |
631s | you know john helping to onboard and |
634s | and um you know facilitate these these |
637s | applicants so uh very excited for that |
639s | the teams are growing i love seeing the |
641s | teams growing up i go out to lunch uh |
644s | with the teams and meet these new faces |
646s | and and i love seeing just the the |
648s | passion in the eyes of people who are |
650s | working on bringing to life what you |
652s | guys want what we want and and |
655s | and what is going to be the next great |
656s | thing when it comes to mmos so |
658s | the uh |
660s | the growth is is doing really good um |
662s | internally we also are very close to |
664s | getting our graphics done and |
667s | um our uh logos and signs and everything |
670s | put up and the studio set dress to the |
672s | point where we're gonna start recording |
674s | some videos with the team and give you |
676s | guys some insight i know we've done |
677s | those in the past and we've talked about |
679s | how we're going to be doing them here in |
680s | the future again |
681s | but i'm excited to get that stuff |
683s | running again |
685s | it's going to be really cool i think for |
686s | you guys to get a behind-the-scenes look |
688s | i know mark are super excited i know as |
690s | well |
690s | my whole team has just been chomping at |
692s | the bits to uh do more things like that |
695s | so if you really enjoyed the dev diary |
697s | series we want to do more of those |
699s | things and also just bite-size stuff on |
701s | social you know through like instagram |
703s | stories snapchat maybe |
705s | things like that so yes |
708s | um and then on top of that um we |
712s | actually completed uh |
715s | our |
717s | uh first milestone of the year um |
720s | last week i believe it was in the |
721s | beginning of last week um can't quite |
724s | discuss everything that was there |
726s | because not all of it is ready yet but |
729s | um a lot of a lot of great things |
731s | internally from a development standp |
733s | from a development standpoint um that is |
736s | going very well and is very exciting um |
739s | which will be trickling out over you |
741s | know i know i'm teasing this but it'll |
742s | be trickling out over |
743s | you know the next few months |
746s | to see that kind of stuff so uh all in |
747s | all things are going really good on the |
749s | studio front yeah it's been very very |
752s | exciting um |
753s | for me too |
755s | uh because i've gotten to experience |
757s | what like we it was like when we're all |
759s | kind of like in a little garage studio |
761s | where we could like open up the garage |
763s | door and it was like oh my gosh and now |
765s | it's like this massive building that |
767s | we're in |
768s | uh |
769s | and i don't get to see everybody every |
771s | day it's so weird |
773s | right and you might see some faces and |
774s | you're like who's that person you're |
776s | like that's a weird experience i i am |
779s | fortunate uh in the company that i get |
781s | to see all of the new hires as they come |
783s | in because we're like uh flagging their |
785s | accounts and things like that so um i do |
787s | get to see faces kind of like little |
789s | pictures of them |
791s | but sometimes they don't match |
792s | necessarily what they look like you know |
794s | in person |
795s | uh especially people who use like goku |
798s | as their image or something but |
801s | um it has been pretty cool seeing all |
804s | the yeah |
805s | i'm cool i'm excited and like when we |
807s | see potlucks and it's just like this |
809s | massive amount of people in the |
810s | cafeteria oh yeah |
813s | yeah it's always it's it is always fun |
815s | to see that for sure and last potluck |
817s | you guys had a little uh little |
820s | wren fair dress up that was cool |
822s | yeah we posted some photos of folks who |
825s | wanted to be in photos |
827s | so if you want to check that out it's on |
829s | our linkedin instagram twitter facebook |
832s | all of those places |
833s | some people brought their a game with |
835s | costumes i just threw on something quick |
838s | um but let's move on to the design and |
842s | engineering update then |
844s | let's first preface you know everything |
847s | that we talk about is subject to change |
849s | potentially through development as we |
851s | test things |
852s | so just keep that in mind as we talk |
854s | about things here but first let's talk |
855s | about what have they been doing |
857s | generally on the design and engineering |
859s | side |
860s | maybe start with engineering and then |
862s | design so we can tie it into today's |
864s | topic |
865s | yeah um |
867s | there's been a lot of stuff |
869s | that's been that's been worked out over |
871s | the last month um engineering's really |
873s | been focusing a lot on |
876s | let's see we have the node layout tool |
877s | that's been getting some adjustments |
879s | that |
880s | roy's been working on |
882s | and the node team on the design side has |
885s | been working on especially with |
886s | environment it's kind of like changing |
888s | the way that the node layouts work um |
892s | to facilitate some of the additional |
893s | service buildings that are going to be |
895s | incorporated in alpha 2. |
897s | um |
898s | we want to kind of create a layout tool |
901s | that allows even you know each of the |
904s | nodes to kind of be represented in a |
905s | unique way we've talked about that in |
907s | the past but more importantly also that |
909s | we maintain consistency on certain |
911s | building locations especially player |
913s | housing |
914s | and specific building |
917s | service building types as we progress |
918s | into stages four five and six of the |
921s | node |
922s | of the nodes progression |
924s | so that's something that's been getting |
926s | a little bit of a redesign in addition |
927s | uh you guys probably noticed in alpha |
930s | one um how |
932s | many of the nodes were relatively flat |
934s | there was not a lot of topography when |
936s | it came to kind of sections or districts |
938s | of the of the city um that lived at |
941s | different heights essentially kind of |
943s | creating a unique um silhouette |
946s | that's possible um with the node layout |
949s | um so now that we've had um kind of our |
952s | approach for |
953s | for uh alpha 2 uh with the nodes that |
956s | we've manually been constructing from a |
958s | layout perspective that that chris |
960s | giusto and |
961s | bucky and jason neil have been kind of |
963s | participating in fleshing out um the |
966s | engineering team has been providing |
969s | for that node layout tool |
972s | the type of additional requirements that |
974s | are requested |
975s | also on the ai systems |
978s | engineering has been working closely |
980s | with chong and the design team on kind |
983s | of the requirements that the alpha two |
985s | creatures uh need to have from a |
987s | behavior tree perspective the ability to |
989s | kind of uh weigh certain actions and or |
992s | uh um |
993s | uh |
994s | response arcs that exist within that |
996s | behavior tree how do we |
998s | how do we value those scores how do we |
1000s | make those um those types of actions |
1003s | live in parallel with one another right |
1005s | if i'm trying to cast an ability as a |
1007s | monster but i'm also trying to move to a |
1009s | particular waypoint as a result of some |
1011s | other occurrence on the player's behalf |
1014s | i need to be able to calculate that |
1016s | in the ai's |
1020s | brain |
1021s | at the same time with one another right |
1023s | so a lot of engineering work has been uh |
1025s | led by uh uh russell peltz on |
1028s | on um changing up the ai systems from |
1031s | alpha one to accommodate all of the |
1033s | additional uh |
1035s | uh behaviors that we wanna see out of |
1037s | the creatures that dyna even that the |
1039s | dynamic type of behaviors right um so |
1042s | there's a significant amount of work |
1043s | that's been done on that front uh combat |
1046s | combat has been a huge endeavor |
1049s | over the last actually several months |
1053s | and |
1054s | through a lot of the prototyping that uh |
1057s | the design team and the engineering team |
1060s | and our vfx team and our animation team |
1062s | um have been working on a team |
1067s | for sure 100 um character art not so |
1069s | much in the combat prototyping um |
1072s | uh because the models are kind of |
1074s | staying consistent there but for example |
1076s | uh with the assassin class with the um |
1079s | with our dagger weapons we didn't |
1080s | previously have that in alpha one so |
1082s | those are entirely new animation sets uh |
1084s | that are required to have those dual |
1086s | wielded kind of daggers um and that's |
1088s | something you guys might be seeing soon |
1090s | in the future um but |
1091s | that prototyping phase over the last |
1093s | several months has really been to kind |
1096s | of flesh out the |
1098s | major revamp that we've been working on |
1100s | for combat because part of the biggest |
1102s | amount of feedback that we got from |
1104s | alpha one was with regards to combat and |
1107s | we have a lot of ideas on on the things |
1109s | that we wanted to try and you know the |
1111s | best way to kind of flesh those ideas |
1113s | out obviously is through prototyping and |
1115s | development prototyping is just kind of |
1117s | um you know combination of rapid |
1119s | iteration of standing up these ideas |
1122s | without full-fledged kind of code |
1124s | support doing so in a blueprint setting |
1126s | or in a test level |
1128s | where you can really kind of throw a lot |
1129s | of different things at the wall and you |
1131s | can |
1132s | rapidly iterate on how that stuff feels |
1134s | um get feedback from the team feedback |
1137s | from focus groups um and then you can |
1139s | take the direction that that that is |
1141s | getting the kind of best bang for the |
1143s | feeling buck so to speak um |
1146s | so it's been great to kind of see that |
1147s | but in addition that that phase allows |
1150s | for us to really expand upon the |
1152s | versatility of what our ability system |
1155s | can can do and that's been spearheaded |
1157s | by by keenan and adam |
1159s | um |
1160s | uh uh with regard on the code side with |
1163s | regards to to what design has access to |
1166s | to do for all the ability systems right |
1169s | um and not just the ability systems but |
1171s | but but also like your combat weapon |
1173s | montages and and your basic attacks um |
1177s | so |
1178s | there's been a lot of work on that front |
1179s | it's not quite ready to show i know so |
1182s | many people are waiting to see combat |
1185s | updates it's the top thing we get asked |
1188s | a hundred percent |
1189s | but we have to be very careful when we |
1192s | present um what's been worked on uh that |
1196s | it has to be at a particular state uh |
1198s | that's presentable right um obviously |
1201s | you guys know this you're you're our |
1203s | core audience you're tuning in here and |
1204s | you're you're watching our live streams |
1207s | uh but the moment we release an update |
1209s | with regards to combat that spreads like |
1211s | wildfire right that's what we call |
1213s | essentially a marketing beat um this is |
1216s | something that is out of our control |
1218s | it's content creators pick it up they're |
1220s | going to show it to very you know |
1222s | unengaged audiences and we want to make |
1224s | sure that the presentation is at a point |
1226s | where when it grabs those legs that we |
1229s | don't have control over from a marketing |
1231s | perspective |
1232s | that it is it'll stand it'll stand by |
1235s | itself it won't need our our verbal |
1237s | support and kind of talking about it |
1238s | it'll be a visual component that is |
1241s | visceral and you know looks good and you |
1244s | know has has people's support so we want |
1246s | to set the right precedent because if |
1247s | people look at something and it's a |
1249s | prototype and it's in really early |
1251s | phases they might make comments like oh |
1254s | this isn't very good combat yeah and |
1255s | it's like well we know that it's a |
1257s | prototype so that's why we have to make |
1258s | sure that it's in a solid enough state |
1261s | the delicate blend between a transparent |
1264s | development process |
1266s | but also understanding um that majority |
1270s | of your player audience |
1272s | will not grasp or will not will not take |
1275s | into context um what a work in progress |
1278s | looks like so certain things we have to |
1282s | polish to the point where they're |
1283s | presentable where they can be understood |
1285s | again in its own context without my |
1288s | verbal support or margaret's verbal |
1290s | support right i think a great example of |
1292s | that is the character creator right |
1294s | we've we went through many phases prior |
1297s | to that of the character creator and we |
1299s | would not have wanted to share those |
1301s | with you all not because we don't want |
1303s | to share the development process but |
1304s | because there will be people who take |
1307s | that and look at it and go this isn't |
1309s | you know why would i want to play that |
1311s | right yeah the character creator is a |
1312s | prime example of what good looks like um |
1315s | when it comes to a feature that can |
1318s | stand on its own right |
1320s | that's something that can be shared and |
1321s | people understand that so anyways |
1323s | i don't want to go off on the |
1325s | comment too much |
1327s | but but essentially uh |
1330s | the combat the ability systems the tool |
1331s | support there |
1333s | has has progressed a significant amount |
1335s | and by the way |
1337s | as prototyping lends to those additional |
1340s | uh features within the combat tools |
1343s | it actually is an exponential uh |
1347s | speed modifier right when when those |
1349s | additional things come online we can |
1351s | actually more rapidly prototype and more |
1353s | rapidly iterate as well um which which |
1357s | feeds feeds back into kind of the |
1358s | process of getting good combat right of |
1362s | getting something that um something that |
1365s | feels good so there's been a lot of work |
1367s | on that front um buoyancy and vehicle |
1370s | physics uh there's been a lot of work |
1372s | done from michael bratty and |
1377s | from mikhail |
1378s | on |
1379s | mount controls on flight and gliding |
1382s | mechanics that'll be present in alpha 2. |
1384s | the buoyancy of ships |
1386s | the physics behind vehicle movement uh |
1389s | for siege weapons um you know we had |
1392s | some representation of that of course in |
1394s | alpha one |
1395s | but since alpha one you know it was |
1397s | added to the schedule of course for us |
1398s | to go back to refine those things there |
1400s | works in progress we have additional |
1401s | passes that are done on them um |
1403s | additional uh um uh support that's |
1406s | presented for those things um and i'm |
1408s | happy to say that they are they're |
1410s | looking quite good and you may see some |
1411s | updates on those in the near future |
1413s | networking has been a big of course uh |
1416s | endeavor on the on the engineering side |
1418s | there's been a lot of work |
1420s | on that front by |
1421s | um by zach and by hunter and by ben |
1424s | um |
1426s | and uh that that actually is is pretty |
1429s | exciting but of course i can't talk too |
1431s | much about that stuff um the the the |
1434s | platform the web teams our backend |
1435s | services uh mark and his team have been |
1438s | doing an incredible job from the uh from |
1441s | an engineering perspective on on |
1443s | supporting pretty much everything that |
1445s | um |
1446s | that the uh uh that the gameplay |
1448s | engineers are needing from them um so |
1451s | it's exciting for my team i appreciate |
1453s | them greatly i work with the you know |
1455s | that team a lot so yeah absolutely um |
1459s | itemization and crafting um |
1462s | there's a lot of a lot there's actually |
1464s | a lot of changes that we have not yet |
1466s | discussed |
1468s | on the uh crafting front so you guys |
1471s | have had a |
1472s | a pretty rudimentary um insight into |
1477s | what crafting is in ashes of creation |
1479s | and in alpha one we just had the basic |
1482s | core loops right which is like i collect |
1484s | the thing i combine a thing and i get it |
1488s | yeah yeah exactly collect combine get um |
1491s | and that is a that that is a pretty |
1493s | simplistic approach that we wanted to |
1496s | just have present from again a gameplay |
1498s | loop that was in alpha one but alpha two |
1500s | is meant to really represent a few of |
1503s | these professions in their true form |
1505s | from gathering processing in a |
1507s | crafting's perspective now there's some |
1509s | additional gameplay layers that are |
1511s | intended to be tested as part of alpha |
1513s | 2. |
1514s | as it relates to actually crafting |
1516s | choosing crafting something |
1519s | or processing something there |
1520s | additionally is a concept called |
1524s | survey which is a component of gathering |
1526s | that |
1527s | makes things a little bit different than |
1529s | what players have uh have |
1532s | been accustomed to in most mmos in the |
1534s | past um and just to give you a little |
1537s | bit of idea uh behind kind of those |
1539s | gameplay layers that we're thinking |
1541s | about you know we've talked about |
1545s | ideas like land management and as you |
1548s | draw resources from your surrounding |
1551s | area what type of effect does that have |
1553s | on the land |
1555s | and then also how effectively can you |
1557s | draw those resources without having such |
1559s | a deleterious effect on the land right |
1562s | which might impact future resource |
1564s | gathering for some period of time um and |
1567s | it makes relevant the movement of these |
1569s | players who are collecting these goods |
1571s | from the environment that they actually |
1573s | cannot always just do so in one |
1575s | particular area as the land management |
1578s | begins to degrade |
1579s | so it actually encourages movement |
1582s | across the world to discover new areas |
1584s | that might not be as perturbed |
1587s | as the ones you're coming from it's a |
1589s | it's a very interesting idea um it's |
1591s | something that we're going to be |
1592s | prototyping in alpha 2 and getting |
1594s | feedback on and testing um corey and mai |
1597s | con have been leading endeavors on the |
1599s | design side for those types of ideas |
1601s | which um |
1603s | are really fun and we're going to talk |
1605s | about at some point in the future as |
1606s | well um outside of that we've also had a |
1609s | considerable amount of of work that is |
1613s | has been coming out of the design side |
1615s | from uh chris giusto's node pod uh with |
1618s | bucky and jason and and a few of our |
1620s | other designers um on service buildings |
1623s | and the node superpowers and relics and |
1626s | the reliquary system that's going to be |
1628s | present in alpha 2 the types of benefits |
1630s | that are conferred there the gameplay |
1632s | between capturing those relics and |
1635s | stealing them or or sabotaging their |
1637s | return to the nodes |
1640s | what type of passive benefits do they |
1641s | grant the citizens what types of |
1644s | active benefits are being conferred upon |
1646s | vassal states |
1648s | the upgrade paths that are going to be |
1650s | present within the service buildings |
1651s | working with environment |
1653s | to kind of mask out sections of of a |
1656s | building until the upgrade comes online |
1658s | and a new room opens up or a new wing or |
1661s | a new story |
1663s | it's really interesting to kind of see |
1665s | the specialization paths that are |
1668s | possible on an individual node basis |
1671s | that that makes that particular node a |
1674s | waypoint for certain types of players |
1676s | right and how it drives traffic from the |
1679s | player base to those nodes that |
1681s | increases things like the taxable |
1684s | revenue that's possible and then that of |
1686s | course bleeds into the types of |
1688s | additional buildings or defensive |
1690s | mechanics or initiatives and events that |
1693s | can be done um you know incorporating |
1695s | things like node policies from almost a |
1698s | civic standpoint uh that grants certain |
1701s | type uh certain types of actions that |
1703s | the node government can take um whether |
1705s | it be diplomatic actions like |
1707s | potentially conflicts with other nodes |
1709s | and the wars that happen what type of |
1711s | rep you need to have with those other |
1713s | nodes from a diplomatic perspective can |
1715s | be influenced by these policies um |
1717s | there's a there's a lot of stuff that's |
1718s | been worked on from the node team that's |
1720s | being supported by our engineering team |
1722s | with regards to this feature development |
1724s | uh in preparation for alpha 2. so um |
1728s | as an engineering design kind of |
1729s | overview i'm sorry if i'm super long no |
1731s | it's crazy there's just so much stuff |
1733s | the chat's like my brain is melting |
1735s | because it's just so much |
1737s | so much stuff and |
1739s | stephen will not be able to go through |
1740s | everything there's nothing like his |
1742s | stuff yeah there's she'd be here all day |
1744s | there's a lot there's a lot uh sometimes |
1747s | i feel like my mind is on the precipice |
1749s | of just breaking in half when there's |
1751s | just what what there is to cover on a |
1754s | daily basis uh from my schedule um but |
1758s | there is so much to be excited about |
1761s | that this team is working on and not |
1763s | only that they're working on but that |
1765s | they are creating in such a way |
1768s | that is unlike any experience that i've |
1772s | had as a gamer uh and as an mmo player |
1775s | and i'm just i'm just so incredibly |
1777s | excited i guess i'm fresh off the heels |
1779s | of our last of our of our internal |
1782s | livestream our time our town hall so if |
1784s | i seem overly excited it's because you |
1787s | know watching the presentation at the |
1789s | end of our first you know 2022 milestone |
1793s | um |
1794s | has made me excited so i apologize |
1798s | i apologize to you and to those out |
1800s | there who do not have this game in their |
1803s | hands yet if i am hyping this i don't |
1805s | want to be like i'm not hyping this i'm |
1808s | just very excited myself and i want to |
1811s | convey the excitement to you guys but i |
1814s | i also want to temper |
1816s | that there's still development we have a |
1818s | lot of work development there's a lot of |
1820s | work and and last um |
1823s | last last uh uh stream you know we |
1827s | showed a very big |
1829s | system the character creator and we |
1831s | showed oh are we dying are we losing |
1833s | oh yeah the internet just crashed |
1837s | uh-oh |
1838s | uh-oh |
1840s | wait |
1841s | oh it's back |
1843s | wait a minute |
1845s | are we back |
1847s | uh-oh |
1848s | let's see if the stream drops how are we |
1850s | doing |
1853s | standby it's like we're still up so |
1857s | all right |
1858s | we'll wait for it to |
1861s | sorry about that |
1863s | yes seems like the internet took a |
1865s | hiccup okay i think i think we're back |
1866s | but anyways i i just wanted to say um |
1870s | the another thing is is that |
1874s | last last month we showed off the |
1876s | character crater right and that's that's |
1877s | obviously was a was a |
1879s | very exciting thing for for everyone to |
1881s | see it it gives you a level of quality |
1884s | for |
1884s | what we're hoping to achieve with all of |
1886s | our systems in the game in general and |
1888s | and you guys get to see that stuff and |
1890s | um but that we are active actively in |
1893s | development and we need to be |
1894s | conscientious of how we present the |
1896s | systems uh during our development um and |
1899s | what that means is sometimes we're not |
1901s | going to have streams that are as |
1904s | exciting as visually appealing as that |
1907s | as a character creator so i just want to |
1908s | make sure we temper expectations that |
1910s | we're going to show you guys stuff we're |
1912s | going to show you stuff strategically |
1913s | that's that's smart and that can be |
1916s | shown by other content creators and |
1918s | stuff um uh but just be patient for that |
1921s | um i know you guys have been patient we |
1923s | appreciate that we love the patients |
1925s | that our community has uh but understand |
1927s | that patience will yield a very good |
1929s | product um so all right well let's |
1932s | transition into talking a little bit |
1936s | about |
1937s | our event system and how that works if |
1940s | you don't mind transitioning to that |
1942s | yeah we have a little |
1943s | video that we'll play i like event |
1945s | systems some b-roll video uh |
1949s | will we talk about this |
1957s | somebody said that |
1959s | margaret someone said that you cut the |
1960s | stream to stop me from leaking |
1965s | i didn't i think it was twitch because i |
1967s | didn't touch anything we actually didn't |
1968s | stop the stream it was a like twitch |
1971s | hiccuped and then we're back now so |
1973s | yeah sure |
1975s | um |
1978s | i actually have mute power i can just |
1979s | mute stephen |
1981s | i know i don't own the power |
1983s | no bully no bullying i know i wouldn't |
1985s | ever um |
1987s | so that's a joke maybe but |
1989s | what we wanted to talk about on today's |
1991s | stream was a little bit more systems |
1993s | driven |
1994s | um chatting kind of about how |
1998s | content gets introduced into the world |
2001s | um and things like uh |
2004s | things like uh these little goblins that |
2006s | you see by the way i love these little |
2008s | goblins |
2011s | yeah the shaman's cool but what i love |
2012s | about the goblins is they're really |
2015s | a unique monster race from the sense |
2017s | that they have social organization to |
2019s | themselves right and |
2021s | a lot of monsters kind of share that |
2023s | that aspect um |
2026s | that they have these kind of social |
2027s | organizations where you can develop uh |
2030s | goblin tactics and you can have uh some |
2033s | goblin identities and you can have |
2035s | variants and those types of um the types |
2039s | of goblins that you can even experience |
2041s | um but anyways uh so when we're talking |
2044s | about events um we've talked about this |
2047s | in the past a little bit some of you |
2048s | guys know the event system |
2050s | but really |
2052s | what the events represent is a way for |
2055s | us to attempt and introduce |
2058s | content in a more fluid in a more |
2061s | natural in a more |
2064s | kind of progression-based |
2066s | way that the world is reacting to player |
2070s | activity |
2071s | and what we mean by player activity is |
2077s | in the event system we have uh |
2079s | certain predicates and these these |
2083s | predicates act as requirements that must |
2085s | be |
2086s | satisfied before a particular story arc |
2090s | or a particular event |
2091s | can kick off right |
2094s | and these events are are very |
2097s | [Music] |
2098s | very wide ranging in what they can be |
2101s | right um this could be a plague that's |
2104s | sweeping the lands it could be |
2106s | um a natural disaster that is a forest |
2111s | fire or a volcanic eruption uh it could |
2114s | be a response from a particular npc |
2117s | faction or a monster faction like here |
2119s | you see the goblins kind of assaulting a |
2121s | town but what's interesting about these |
2123s | events and something that i think |
2124s | correlates to to |
2126s | kind of how i run d d campaigns as well |
2129s | is that there's always a clock ticking |
2132s | in the world right there's always |
2133s | something that's happening |
2135s | in the background regardless of what |
2137s | player decisions are made sometimes |
2139s | right these things can continue to |
2142s | develop and if you don't pay attention |
2144s | to them or if you don't respond to them |
2146s | if you do not |
2148s | stop them from advancing in stages |
2152s | right |
2153s | these things will have effects on your |
2156s | day-to-day activities they will |
2159s | create obstacles they will potentially |
2162s | destroy buildings they will |
2166s | create havoc within the game player |
2169s | world that will force you to respond um |
2172s | and if you if you do not |
2174s | um you will suffer the concept the the |
2176s | consequences so um |
2179s | let's see where do did you give me let |
2181s | me see |
2183s | talking points for you here oh sweet |
2185s | yeah |
2187s | steven's using the run of show you guys |
2188s | it's exciting i know i'm so sorry |
2193s | i'm like where is my run of show um okay |
2197s | i think i have it here okay perfect um |
2200s | so one of the things that we we kind of |
2202s | consider behind the uh event |
2204s | applications are like where these events |
2207s | live so obviously one of the most common |
2209s | probably events that you guys have |
2210s | experienced at other mmorpgs are |
2212s | calendar events um caliver calendar |
2214s | events can be server-wide events that uh |
2217s | you know give us unique content uh based |
2219s | on the duration of either some type of |
2222s | uh real-world holiday or in-game holiday |
2225s | or beat |
2226s | now that's not to say that these are |
2227s | going to be campy or that they're going |
2230s | to be |
2231s | um you know out of immersion so to speak |
2234s | we're going we we have a lot of ideas on |
2236s | how certain real world holidays can be |
2239s | uh contextualized within the game world |
2242s | and it seemed fitting right we actually |
2244s | asked you all for your feedback in |
2245s | regards to events and holidays and if |
2248s | you'd like to see those and um |
2250s | looking at the feedback from that it |
2252s | seems like you guys want to mix you want |
2254s | a mix of in-game holidays and seasonal |
2256s | events and things like that that are |
2258s | pertinent to the culture of the world |
2260s | and different from real life and then |
2262s | you also want some that coincide with |
2264s | real life but have |
2266s | you know their own culture and purpose |
2268s | in the game and i think we can |
2270s | definitely incorporate all of that |
2271s | feedback for sure yeah and part of the |
2274s | great thing that the content team the |
2276s | narrative team that's um you know scott |
2278s | and chris and aimee and wynn um |
2283s | and tony um |
2285s | you know part of the things that they're |
2287s | working on um is creating a lot of |
2290s | cultural identity for these character |
2292s | races um and how we can um |
2296s | bring about kind of these um calendar |
2299s | events from the perspective of each |
2301s | individual race um that's something that |
2303s | is that i think is going to be |
2306s | really helping identify or giving |
2308s | identity uh to each of the |
2310s | characteristics |
2311s | the other thing i want to say is that |
2313s | aimee and clayton um have been |
2317s | uh you know working very hard on um |
2321s | on this event system so i want to give |
2323s | them super kudos big props uh to to uh |
2326s | aimee watanabe and um clayton stamper um |
2330s | next thing |
2331s | and i believe chris scott scott bacara |
2333s | chris holdtorf absolutely and recently |
2336s | tony as well um |
2338s | so notice like you gotta |
2341s | yes i know i'm sorry it's okay um |
2344s | so uh the the next thing and this is |
2346s | kind of indicative of the little video |
2348s | that you see here the little loop that |
2349s | we're playing is note attacks um some of |
2351s | the events that spawn have consequences |
2354s | that lead to node attacks right and |
2356s | enemies have |
2358s | a particular type of hate list |
2360s | on certain buildings that a node may |
2363s | have access to when they attack during |
2365s | an event and that hate list might relate |
2368s | to |
2369s | um |
2370s | or that building choice might relate to |
2373s | something that is indicative of the |
2374s | storyline for that particular event um |
2377s | or it could be something that is more |
2379s | pivotal to the defense of the city if |
2381s | the city doesn't respond to these types |
2383s | of things that might weaken them for |
2384s | potential player attacks afterwards |
2386s | right um and that's something that's |
2388s | that's very important as well um monster |
2390s | coin events we've talked about this in |
2392s | the past monster coins are obviously |
2393s | items that allow players to become |
2394s | monsters for some period of time um |
2397s | events allow players to kind of opt in |
2399s | from the monster's perspective and take |
2401s | out their rage on other players or |
2403s | different factions |
2404s | but without having to be their own |
2406s | player character at that time um i think |
2409s | that breaks up the monotony of of what |
2412s | you know playing your character class |
2414s | might always represent on a day-to-day |
2416s | basis and give you a little bit of uh uh |
2419s | a a fun um uh |
2422s | a little bit of a a fun part time away |
2425s | from that um the other thing is uh are |
2428s | kind of poi events um so p of i events |
2430s | typically tell stories of the particular |
2432s | poi right like why does this poi exist |
2435s | why are there monsters here at this |
2437s | point of interest that might be some |
2438s | tower or might be some dungeon you know |
2440s | how does that population interact with |
2442s | the rest of the world outside of just |
2444s | its point of interest right |
2446s | and those things could be precursors for |
2448s | node attacks themselves um it could |
2451s | address the story of nearby threats as |
2453s | antagonists to civilization in general |
2455s | um enemies can can only really grow |
2458s | stronger as the node grows becoming |
2460s | outposts essentially for exiled or |
2462s | rivals of the existing order um the |
2464s | other thing about node conflict npcs |
2467s | is that they might have influential |
2468s | inhabitants of the world right you might |
2470s | have you know a dude who's the leader of |
2473s | the speakeasies and they you know have |
2476s | information to give you and if you don't |
2478s | you know interact with them they might |
2479s | give you that information to your |
2481s | enemies and that might spawn off some |
2483s | other event um so these are these are |
2485s | also closely integrated with story lines |
2488s | and and story arcs uh in general um the |
2490s | other thing uh you could have um certain |
2494s | type of pvp objectives and pvp driven |
2496s | events the event system |
2498s | is used to create pvp situations in the |
2500s | open world as almost battlegrounds right |
2502s | open world battlegrounds and i've talked |
2503s | about this in the past as well |
2505s | but usually my |
2508s | definition of what a battleground is and |
2509s | it's non-traditional it's not typically |
2511s | something that um is defined in the same |
2513s | way in other mmorpgs but i kind of view |
2516s | them as these small skirmishes that |
2519s | might lead up to a siege or to a war and |
2521s | they might have capture points during |
2523s | node and castle fights and these pvp |
2526s | objectives may be more relevant for |
2527s | smaller groups than for giant raids and |
2529s | you might have concurrently running |
2531s | objectives during a particular event |
2533s | where you have to dispatch |
2535s | groups simultaneously to go address |
2538s | these objectives uh in order to complete |
2541s | one particular type of event or one |
2543s | particular type of of success condition |
2547s | so that is that is another element of |
2549s | our pvp objectives and how they work in |
2552s | the event systems as well um one |
2554s | important thing to note about events in |
2555s | general is notifications are |
2559s | are sent to the players right players |
2560s | can kind of opt into these events uh in |
2563s | a similar way that you would into a |
2565s | quest right you're going to be presented |
2567s | with it would you like to participate um |
2569s | but they might not i mean they might not |
2571s | always be that way you might hear |
2575s | trees falling in the forest and that may |
2577s | be an audio cue to tell you something's |
2580s | happening over there it's out of the |
2581s | ordinary this is not normally an audio |
2583s | cue that i hear in this area and i'm |
2586s | gonna go investigate that thing so it |
2587s | might not just be always that kind of ui |
2590s | window represented with a participate or |
2593s | not but i'm going to go investigate and |
2595s | in that sense it could be stage driven |
2598s | so you might have the more local stage |
2601s | where it is just the visual or audio |
2602s | cues and you get to go participate in |
2604s | that stage and then when it advances or |
2607s | if you don't answer the problem in time |
2609s | then it starts to expand regionally and |
2611s | then it might send out um particular uh |
2614s | notifications to either citizens of the |
2617s | node from which it falls under its |
2618s | purview um or even broader than that |
2621s | right it could be global driven events |
2623s | um and then it could have things that |
2625s | that are are visual cues that are really |
2628s | big like a giant blizzard that's |
2631s | affecting the zone uh because the event |
2634s | hasn't been addressed and that can |
2636s | affect the crop rotations or it can |
2638s | affect uh passages and roads and how |
2640s | caravans move you know there's a lot |
2642s | there's a lot that the that the |
2643s | predicate system um informs to the event |
2647s | system and then the event system reacts |
2650s | to those types of predicates right |
2653s | there's also event levels uh the level |
2655s | of a particular event |
2658s | content is scaled essentially with the |
2659s | level of the content that triggers it so |
2662s | for example if the event takes place in |
2663s | a zone that has a base population of |
2665s | let's say average level 25 then one of |
2668s | the trigger conditions might be that 10 |
2670s | monsters of level 25 have been killed |
2672s | recently in that zone and the level 25 |
2674s | event will now spawn additional content |
2676s | designed for level 25 players so these |
2678s | events aren't always going to be end |
2680s | game they're going to be obviously |
2682s | appropriate based on the content in |
2684s | which the predicate system is informing |
2687s | but they also could be something |
2689s | completely uh top level that is |
2692s | introduced at a lower level area and |
2694s | brings population traffic of the players |
2696s | back to those types of things |
2698s | there's one other important thing is |
2699s | that events are driven by what we call a |
2702s | state machine right |
2703s | and there are essentially five types of |
2705s | states that exist for events |
2708s | there's the in progress state there's |
2709s | the active state inactive on cooldown or |
2711s | disabled um and that is essentially a |
2715s | way that we inform |
2717s | um we inform uh what types of elements |
2720s | what what stage of activity things are |
2723s | coming online based on what event state |
2726s | uh is is currently active at the moment |
2729s | um |
2730s | uh we talked a little bit about kind of |
2732s | triggers um we have world conditions |
2734s | like node levels we have uh |
2737s | seasons and climates and calendar the |
2740s | service building activation relics and |
2742s | completed raids |
2744s | all of these things can be part of what |
2746s | informs i'm not going to go into what |
2747s | everything can be i don't want to dish |
2748s | out you know the the nitty-gritties of |
2750s | the system per se but i'm just giving |
2752s | you an idea of what essentially um |
2754s | allows events to become a thing um |
2758s | and then once those things are addressed |
2760s | or not addressed |
2761s | certain cooldown cooldowns get triggered |
2764s | um |
2765s | other conditions might uh uh trigger it |
2767s | could form as a predicate for an |
2769s | additional event there could be |
2770s | concurrent events |
2772s | um |
2774s | we are we alive |
2775s | i feel like we're dropping again |
2778s | yeah it looks like twitch is hiccuping |
2779s | again |
2780s | oh no yeah okay maybe we're back |
2785s | it's still in the red |
2787s | we're under attack |
2788s | and now it's green again |
2791s | there's an ad playing so |
2793s | give it four seconds not like these |
2798s | yay |
2805s | fortunately it's not my internet it's |
2807s | twitch's side so it's not cutting it's |
2809s | not like making the video cut |
2812s | yes that's true |
2813s | this is true |
2815s | okay um |
2816s | but anyway so that's that's the general |
2819s | uh kind of um |
2821s | new information that you may or may not |
2822s | have had in the past uh regarding events |
2825s | i'm not sure if i missed anything i i |
2827s | think it's getting going red again |
2832s | i'm looking at the |
2835s | says the video skips but the audio is |
2837s | fine |
2838s | interesting |
2839s | well |
2840s | you know we always can't have um |
2843s | remember when we used to have so many |
2844s | issues audio issues and like |
2847s | you may not remember that i wasn't here |
2850s | it was before my time uh oh but now it |
2853s | is your time no i'm just kidding but |
2855s | this is not me |
2856s | i'm just messing i'm just messing with |
2858s | you but now it is your time |
2861s | the time of the orchestra no i'm just |
2863s | kidding um oh gosh anyways did i miss |
2866s | anything in the uh |
2868s | in the uh |
2869s | explanation there's any questions you |
2871s | have for me about events at all margaret |
2873s | i don't think i think the only thing i |
2876s | would want to uh mention is that this |
2878s | isn't all of them |
2880s | no no no no we wanna obviously this type |
2883s | of system |
2886s | are we still alive it says we are |
2888s | but it's definitely maybe it's the |
2890s | goblin video let's kill the job kill the |
2892s | goblin video i don't know |
2894s | i don't think it should be because it's |
2896s | my cpu is like two percent |
2899s | maybe twitch can't handle the goblins |
2901s | the goblins are too powerful |
2905s | goblins are strong |
2908s | okay um |
2909s | yeah so to margaret's point um this |
2912s | obviously isn't everything about the |
2913s | system we don't want to reveal |
2915s | everything about the system |
2917s | but we do want to give you context for |
2918s | how the system interacts with the |
2920s | players |
2921s | and we do want to give you kind of an |
2922s | idea of how these things advance and |
2925s | progress and how they get um initiated |
2928s | and uh just to give you a general uh |
2931s | idea of you know all all of what invents |
2935s | um can entail um so that you know the |
2938s | type of living breathing you know |
2940s | typical cliche |
2942s | terminology that's used for these types |
2944s | of systems |
2946s | but the goal is to really create |
2948s | something that is that feels immersive |
2950s | that feels organic |
2952s | that feels reactive to kind of player |
2954s | agency in the world |
2956s | and the event system is one of those |
2958s | components um |
2960s | yeah yeah and it's kind of basically |
2962s | that risk versus reward versus |
2964s | consequence that we have talked about |
2966s | many times when it comes to ashes of |
2968s | creation we want you if you ignore those |
2971s | goblins they're going to be plotting |
2973s | something so uh you will have to you |
2976s | know deal with what the repercussions of |
2978s | those are but if you're you know take |
2979s | care of it early on maybe you're |
2981s | rewarded for that so kind of keeping |
2983s | those things in mind um also i believe |
2986s | there will be a feedback thread about |
2988s | events that is going to be popped up |
2990s | now-ish vachnar i know you're making it |
2993s | live uh so if you can pop that live now |
2996s | you're welcome to go over to our forums |
2997s | leave us feedback in regards to your |
2999s | thoughts we'll also have an article that |
3001s | will be going out i believe next week |
3003s | and that will also kind of give you a |
3006s | rundown of this again if you're you know |
3008s | if reading is a little bit easier for |
3009s | you than listening to us talk but we'll |
3012s | also embed the video segment so you can |
3014s | you know listen back and read at the |
3016s | same time along with us um |
3018s | i did have one question that was asked |
3020s | oh god i feel like it was the goblin |
3023s | video like maybe we should have made |
3024s | them gremlins because they were missing |
3027s | i'm just kidding i don't think it is i |
3028s | think twitch is having server issues |
3030s | right now um |
3032s | yeah i looked at their thing i think |
3033s | they were having services got it uh in |
3035s | regards to this question that i saw in |
3038s | chat i think it might be something that |
3040s | you you could answer and uh sure it's |
3042s | from |
3043s | levi levioima i'm not sure |
3046s | uh they wanted to know you don't have to |
3048s | answer this today but i would appreciate |
3050s | an answer on stream over the next couple |
3052s | days if you are going to link some |
3054s | holidays to out of game events how will |
3056s | you resolve the time difference since it |
3059s | was said that in game time will be |
3061s | faster than real world time like four |
3063s | times faster i believe and that's kind |
3064s | of a valid question to ask oh i see so |
3067s | will will |
3068s | seasonal events in the real world align |
3072s | with the seasonal rotation in the game |
3075s | world |
3076s | um and uh i think in that sense um |
3080s | probably not that's going to require a |
3082s | little bit of suspension of disbelief um |
3084s | in understanding that but it's it's it's |
3086s | also fair that |
3088s | um in |
3090s | game events do not need to be uh |
3093s | perfectly cyclical |
3096s | like let's say seasonal events are in |
3098s | the real world um they could have a |
3102s | non-uniform cycle associated with them |
3105s | um |
3106s | but yeah we we also you know there is |
3109s | something to be said for |
3111s | having that represented in the game as |
3113s | long as it's immersive as long as it's |
3115s | contextualized within the story and the |
3116s | world and the universe that we've |
3117s | created um and isn't a direct homage to |
3120s | santa claus and the real world right |
3122s | like um just to use a prime example or |
3125s | something um |
3127s | but it it it it can be a fun it can be a |
3129s | fun thing for players to experience and |
3130s | it doesn't always have to |
3132s | oh thank for red again oh my god yeah |
3136s | twitch is uh not happy oh no |
3141s | i am recording locally right now so |
3144s | um for this end bit just in case |
3147s | it's like hardcore hiccups |
3150s | twitch is it twitch what are they doing |
3153s | i don't know um okay but either way |
3155s | hopefully that answered your question i |
3157s | think that was a that was a good answer |
3159s | yep |
3161s | got some ads playing |
3165s | but they'll be able to listen to the |
3166s | video as well |
3167s | yeah that's good |
3169s | um what do we got next our next thing is |
3171s | environment art |
3173s | rock and roll so let's go ahead and hop |
3176s | over there |
3177s | so |
3178s | um the first thing is i don't know if |
3180s | you want to talk a little bit about what |
3181s | environment has been working on but i |
3183s | know they've been working on a lot of |
3185s | biome oriented things in regards to |
3187s | alpha 2. well |
3189s | and so this is oh so we're doing |
3191s | concepts so this is a some concept that |
3194s | that joe has done with regards to um |
3197s | fleshing out some of the architectures |
3199s | of the pirae culture |
3201s | um so these are different types of home |
3204s | um |
3205s | concepts for the pirate |
3208s | and you can see obviously the approach |
3211s | here is to be as seamless between the |
3213s | environment that |
3214s | these homes exist in uh and the the |
3218s | architecture itself so there's a lot of |
3221s | root structures that are incorporated |
3223s | they're likely going to be using uh |
3226s | similar foliage actors that exist within |
3229s | the world um as a means to integrate |
3232s | these types of structures uh with their |
3234s | surrounding environment i really love |
3235s | how joe |
3236s | kind of captures um not just the element |
3239s | of the building here and the design of |
3241s | that particular building for the |
3242s | modelers to kind of utilize but also uh |
3245s | to give context for how these buildings |
3247s | live within the environment by |
3248s | incorporating uh the ancillary uh |
3253s | natural features |
3254s | and this is definitely work in progress |
3256s | they're just kind of trying to solidify |
3259s | you know how do these different layers |
3261s | live how do they interact with the |
3262s | environment as stephen said |
3264s | so take note that these are not final |
3266s | these are just concepts to kind of give |
3268s | us a you know an understanding of where |
3270s | we're headed with them uh the next thing |
3272s | that we're going to show here is the |
3274s | ayla ruins which um you know this is |
3277s | obviously in-game screenshots uh these |
3279s | are modular sets that um |
3282s | uh in the beginning of the new portal |
3284s | area runes for the ayla ayla elder race |
3288s | to be used throughout the riverlands so |
3290s | we've shown off the riverland stuff in |
3291s | the past already |
3293s | and now you're getting to see a little |
3294s | bit rather of those |
3296s | i'm watching on stream as well yeah |
3298s | i'm recording locally so we can yeah |
3300s | yeah we'll use the local video yeah um |
3302s | so this |
3304s | these you know obviously you guys are |
3306s | aware you're coming back to vera vera |
3307s | once had very large parent-race |
3309s | civilizations and um much of the |
3312s | landscape incorporates kind of ruined um |
3315s | uh uh buildings and these um uh sets |
3320s | that you're gonna come across in the in |
3321s | the world to kind of communicate that |
3323s | age and that |
3325s | distant past uh feeling um but part of |
3329s | that is determining um the parent race's |
3331s | original architecture and what their |
3334s | their cities did look like because there |
3336s | are going to be cut scenes in the game |
3338s | that kind of take you back |
3339s | uh in time to visualize the fall and the |
3342s | apocalypse and and stuff along those |
3344s | lines as as incorporating as certain |
3347s | story elements um so uh in that sense uh |
3351s | we create kind of the |
3353s | pristine version of the alien |
3354s | architecture and then we destroy it down |
3357s | into |
3358s | um these ruined |
3361s | points of interest and or ruined |
3363s | set dresses for the for the environments |
3369s | and then next we have a little teaser |
3374s | of a couple |
3375s | screenshots of some of the new tech that |
3377s | they're |
3378s | going to be showing off in the future |
3380s | um i don't know if you want to talk how |
3382s | much you want to talk about that but i |
3384s | know they wanted to tease these a little |
3386s | bit i actually just i went out to lunch |
3388s | with the environment team yesterday and |
3390s | we were talking about um you know |
3393s | showcasing this in the next stream |
3397s | and they uh pretty confident they were |
3399s | like don't give a timeline |
3401s | if they're confident hey if they're |
3403s | confident i'm confident so |
3405s | um i will say that uh i have seen the |
3408s | the preliminary tech here uh and it is |
3412s | freaking cool |
3414s | these are just teaser images |
3417s | but wait until you see the video uh |
3420s | about this tech and how seasons are |
3423s | introduced within the world it is |
3426s | something that i think is going to be a |
3429s | very stable and unique aspect of the |
3432s | ashes of creation |
3433s | [Music] |
3435s | mmorpg its world is going to be seeing |
3438s | the drastic differences that are |
3440s | introduced visually for each biome in |
3443s | each environment |
3445s | when these cycles of seasons uh are |
3447s | introduced and you're gonna see that |
3449s | that that tech which is which has taken |
3452s | a lot of effort from our technical art |
3454s | teams and from the environment teams um |
3456s | in accomplishing uh but it is something |
3459s | that feels just so good um and of course |
3462s | it has deeper uh uh |
3465s | implications right um as it applies to |
3468s | certain systems like uh crop rotations |
3471s | and um being able to kind of grow things |
3474s | but also how does that affect the |
3476s | economy like if a particular region |
3478s | moves into a season and that week you |
3479s | can't grow a particular type of good but |
3482s | another region halfway across the world |
3484s | can grow that good and you talk about |
3486s | moving those goods across regions so |
3488s | that they're relevant to either craft |
3490s | workbenches or you can sell them in the |
3492s | local economies |
3494s | that is a major indicator of movement of |
3497s | goods and movement of goods carries |
3500s | risks and risks can create political uh |
3503s | foes and friends so um you know all that |
3505s | stuff something as simple as just a |
3507s | climate can have cascading consequences |
3511s | across the entirety of the game um and |
3514s | yeah i think it's pretty pretty cool |
3517s | all right moving on to our character |
3520s | goodness |
3522s | um |
3523s | i'm looking at |
3525s | uh |
3526s | oops that was supposed to be last |
3529s | you saw nothing uh the first one here is |
3532s | our sleep sears uh rament as you've seen |
3536s | before and i'll play the 3d element of |
3538s | this |
3540s | this is the 3d model of it our artists |
3542s | are so amazing you see concept art and |
3544s | pretty much everything looks just like |
3546s | the concept |
3547s | um |
3548s | so pretty sick |
3550s | awesome head dress you can kind of see |
3551s | how the light reflects on everything who |
3554s | did this one was danny eli i didn't |
3557s | i i forgot to put the names on those |
3559s | ones so i don't wanna i don't wanna give |
3560s | credit to someone with the wrong names |
3562s | um |
3564s | and then the next one here is our steed |
3566s | of the frayed corpse |
3570s | work in progress |
3576s | you guys might get your bingo card oh |
3578s | that horse looks so good |
3581s | all right and then the next one is the |
3584s | lovely amethyst bow bite |
3591s | oh |
3592s | it's like a little alpaca alpaca |
3595s | well it was basically like a |
3599s | alpaca |
3614s | turtle alpaca llama |
3617s | and then next we have our rock hawk |
3619s | which is looking so sick |
3621s | rock hawk i like that |
3623s | and |
3624s | uh |
3625s | don't say it too fast |
3632s | [Laughter] |
3640s | next up we have our work in progress |
3643s | ascara but we haven't really had i know |
3645s | there's been people asking for |
3648s | for bugs |
3649s | so here you go |
3650s | oh |
3651s | little beetle dude |
3653s | yeah |
3654s | how big is that |
3655s | i would assume it's probably a big |
3658s | beetle that you're gonna fight |
3661s | um but i'm sure they can make little |
3663s | ones too |
3665s | yeah then we've got |
3667s | the thing you totally didn't see earlier |
3670s | which is the work in progress of the |
3672s | scorpion boss |
3674s | and we do have an image for scale |
3677s | right there |
3681s | oh yeah |
3683s | this guy is scary |
3685s | so |
3686s | sick i think either ginsee or keith is |
3689s | working on this one |
3692s | i don't want to say who it is if i have |
3694s | it wrong |
3697s | um but yeah you know he he just looks |
3700s | like he's a misunderstood |
3704s | totally |
3705s | probably not gonna attack you and eat |
3707s | your face no he seems like a like a |
3709s | cuddle bug you know what i mean no pun |
3711s | intended so cuddly with all those spikes |
3714s | yeah imagine those spikes no they're not |
3716s | meant to poke you they're meant to |
3718s | embrace you |
3721s | all right whatever you're into steven |
3727s | and of course that wraps up this uh |
3729s | segment for our character art um we'll |
3732s | move on to our q a and try to answer as |
3734s | many questions as we can here i know we |
3737s | do have a hard cut off at some point |
3739s | because steven has another meeting he is |
3741s | a fairly booked man |
3743s | the first one here we have here is about |
3746s | roleplay |
3747s | um and the question is well the custom |
3749s | text chat command slash e slash emo emmy |
3753s | or some variant of it be in the game for |
3755s | role play and they don't mean like |
3757s | emotes like dancing and stuff like that |
3759s | that they mean like can they type in the |
3762s | text that they want to type in |
3764s | yeah |
3765s | i think that was wasn't that present in |
3767s | alpha one i think it was an alpha one |
3769s | like you could type the slash |
3771s | uh emote you wanted and it would play |
3773s | like a you know wave or you could clap |
3775s | or you could do something like victory |
3776s | stuff yeah they don't want it to be an |
3778s | animated they're saying like can i just |
3780s | type whatever i want like uh slash |
3783s | uh you know emmy |
3785s | uh |
3787s | and then what does that do in the what |
3789s | do they want that to do |
3790s | other than put text there i think |
3793s | oh then yes |
3795s | you can chat in the chat box for sure |
3799s | well yeah like you can say slash |
3800s | chuckles but it's not like tied to an |
3802s | anime |
3803s | yes |
3804s | you can do that |
3805s | karthos wants to know naval combat uh |
3808s | can i equip my ship with a ram and plow |
3811s | into other ships and maybe raid bosses |
3813s | to inflict damage while not completely |
3815s | yes |
3817s | there might be particular ship |
3819s | components and or classes that excel at |
3822s | that type of activity |
3825s | awesome |
3826s | the next one is from goalid and they |
3828s | would like to know about vassal nodes |
3831s | village nodes and higher level nodes |
3833s | give out certain certificates for |
3835s | freeholds to be placed in their zoi |
3838s | zone of influence for those who don't |
3839s | know |
3840s | if i place my freehold in a vassal node |
3843s | can i get citizenship in the parent node |
3848s | uh that is a very good question actually |
3850s | um right now guys are doing a lot of |
3852s | value yeah |
3853s | yeah right right now actually we are |
3855s | intending on the um uh the freehold |
3859s | system |
3861s | to work in both scenarios uh there will |
3864s | but that may change but you would have |
3867s | an option depending on where you |
3869s | achieved where you procured the |
3872s | certificate from |
3873s | um as long as it is either in the parent |
3876s | or the vassal area it could be a part of |
3878s | either you you kind of you give that |
3881s | declaration when you lay down the |
3883s | freehold but |
3885s | like i said that may change because we |
3886s | are actively um defining a different |
3889s | approach on some of the vassal systems |
3893s | awesome awesome |
3895s | next up we've got nia asking about |
3897s | emotes uh will there be interactions |
3900s | with pets and mounts such as petting |
3903s | hugging or playing with them oh yeah i |
3905s | would love to i mean it's a |
3907s | um i think actually a long time ago uh |
3911s | animation |
3913s | did do some of that um |
3916s | as a matter of fact in alpha one you |
3917s | might have seen some of the anims on the |
3919s | rider of a horse that they went down and |
3921s | kind of padded the side |
3924s | of the neck or they would pet kind of |
3927s | those but those would be separate |
3928s | actions that you could potentially do as |
3930s | just additional emotes but interfaces |
3932s | with a mount or pet that you have |
3935s | active all right |
3938s | and then we've got uh questing lore from |
3941s | dismiss and they want to know will we be |
3944s | processing through an overarching story |
3947s | and chapters of a narrative or will it |
3949s | largely be exploration and contained in |
3952s | small regional quest lines dotted |
3954s | throughout the world |
3956s | both |
3957s | um there will be a healthy dose of both |
3959s | of those um that the the approach of the |
3962s | narrative team |
3964s | is that there is of course a meta-story |
3967s | that meta-story gets informed by |
3969s | regional stories and regional outcomes |
3972s | and |
3974s | depending on how players progress within |
3976s | their personal stories that could be |
3978s | either |
3979s | racially based or |
3982s | could be |
3983s | their class-based |
3985s | they could be a per node basis like all |
3988s | of those things support a grand |
3990s | structure of the meta-narrative but |
3992s | that's how you effectuate kind of |
3994s | outcomes |
3998s | and then we've got schmucky asking about |
4001s | leveling will each node have a couple |
4004s | or have a complete and unique path |
4006s | for a player to get to max level |
4009s | so this is like could i just go to one |
4011s | node and level up to max level |
4014s | um could you do that the way that the |
4016s | nodes influence spawners around its area |
4019s | if the node were high enough level it |
4021s | would have relevant um experience grants |
4026s | that you could likely just live your |
4028s | life at a particular node however that |
4030s | probably would not be the most effective |
4032s | means of leveling um is it possible |
4035s | perhaps yes um but |
4038s | it would be probably at a reduced pace |
4041s | okay |
4042s | and then ronius |
4045s | sipony i don't know if i'm saying your |
4047s | name right wants to know about monster |
4049s | coins if an economic building is |
4052s | disabled in a monster coin event will it |
4054s | have economic consequences in regions |
4057s | other than the node in which it was |
4059s | destroyed |
4060s | uh potentially yes depending on what the |
4062s | what the service building was that got |
4064s | disabled um so for example if the |
4066s | service building that got disabled |
4069s | was a blacksmith's building that housed |
4071s | a workbench which was the only workbench |
4073s | in the region capable of crafting a t5 |
4076s | or tier v or you know high tier |
4078s | quality equipment |
4080s | then of course that would have |
4082s | ramifications economically as those |
4084s | pieces of equipment that are already |
4086s | readily available would raise in prices |
4089s | and because there would be |
4092s | a |
4093s | issue within the supply chain of those |
4097s | items being introduced into the economy |
4099s | you would potentially have some supply |
4101s | and demand |
4102s | changes economically and that could span |
4104s | regions that could be global um even so |
4107s | yeah |
4108s | and then we have a question from |
4109s | schwann36 wanting to know about naval |
4111s | content |
4112s | since you need to be at a port or harbor |
4115s | to summon a ship and that's only big |
4117s | ships small ships you could you could do |
4119s | not at those um if a ship is destroyed |
4122s | will's out at sea will the player need |
4125s | to slowly swim back to shore |
4128s | or get a ride or how would are they just |
4130s | stranded out there what's the yeah i |
4133s | mean there's a real fast ride that they |
4134s | could take and um typically that would |
4136s | involve them kind of just swimming under |
4138s | the water and letting life take its you |
4141s | know take them away |
4142s | but now |
4145s | stephen oh my god by the way do not |
4147s | advise doing that in real life or |
4149s | anything i'm just saying like in the |
4150s | game world |
4152s | there's a fast way and there's a slow |
4153s | wave but those are really kind of your |
4155s | options at that point |
4158s | okay because some games have uh you know |
4160s | things that will let you go back to |
4162s | shore or recall back or something of |
4164s | that sort yes um no we don't have a |
4167s | recall we don't have that type of there |
4169s | there is consequence for you losing the |
4171s | means of your mobility um and if you |
4175s | lost the means of that mobility then um |
4178s | those consequences are it's going to |
4179s | take you longer to get to where you need |
4180s | to go |
4181s | or you're going to have to suffer suffer |
4183s | some experience debt |
4185s | all right and then dabs 16 wants to know |
4188s | about sieges if a person is a citizen of |
4191s | a node when a siege scroll is dropped on |
4194s | the node can they move their citizenship |
4197s | before the siege occurs |
4200s | very interesting question um for the |
4202s | most part uh yes they could do that do |
4206s | they get a deserter tag or something so |
4208s | there are certain policies |
4211s | um that the node could have active at |
4213s | the time |
4215s | that might exacerbate the penalties for |
4217s | departing the city as a citizen prior to |
4221s | a siege taking effect but during the |
4223s | declaration period |
4225s | so |
4227s | that is a answer that has a variable |
4230s | component to it |
4231s | okay |
4233s | and then richie sh wants to know about |
4235s | the under realm can we expect the |
4237s | underrealm and tulnar starting area to |
4239s | be more built up civilization-wise since |
4242s | those inhabitants have existed on vera |
4244s | since the apocalypse |
4246s | well it's important to note actually |
4248s | that the the tulnar's locations within |
4251s | the underground that they took refuge in |
4254s | during the |
4256s | um |
4258s | after the exodus um |
4261s | that portion is |
4263s | was protected well actually i don't want |
4265s | to get into that too much |
4268s | i know i almost i almost slipped there |
4270s | i'm glad |
4271s | uh i did not actually um but uh how can |
4274s | i answer that question uh i'm not gonna |
4275s | give an answer you don't have to |
4277s | necessarily give an answer yeah um |
4280s | okay and then sorry richie you'll have |
4282s | to experience in game to find out |
4285s | uh the next question is about mounts and |
4287s | and this is from lashing and they would |
4289s | like to know will gliding tier two |
4291s | mounts have to sacrifice speed |
4294s | other stats or an ability slot to keep |
4297s | tier one mounts relevant |
4301s | um |
4301s | [Music] |
4304s | no tier one route mounts are relevant um |
4307s | and this is something that's going to be |
4309s | explained in our stable systems and how |
4311s | mounts are |
4313s | accounted for uh later on um we haven't |
4316s | gotten into an article about the stable |
4318s | systems yet or or discussed really how |
4320s | they work um but generally you're gonna |
4322s | have active mounts and those active |
4325s | mounts um i'll just i'll tease this a |
4327s | little bit the active mounts are |
4328s | determined based on um you |
4332s | having that active mount as part of a |
4334s | slot within the stable that you um |
4337s | you're within the area of |
4339s | and what that means is that mounts are |
4340s | relevant in battle and if you lose your |
4343s | mount in battle it's it's it is a |
4345s | detriment there are ways for you to |
4347s | bring that mount back there are active |
4349s | potions that you can have available to |
4351s | you to do fast resurrections |
4353s | to reduce that cooldown potentially and |
4355s | you can also interface with the stable |
4357s | itself if you want to uh swap that mount |
4359s | out mount out with a different mount but |
4362s | tier one mounts will have certain type |
4364s | types of abilities that are unique to |
4366s | the tier ones and the tier twos will |
4368s | have certain abilities that are unique |
4369s | to the tier twos in some cases those |
4371s | will be horizontal um in other cases |
4374s | they'll be vertical power gain um so it |
4376s | just depends on the situation it's it's |
4379s | it's a situational element |
4381s | perfect and then we have our last |
4383s | question is going to be about end game |
4386s | from gizmo gizmo as in like m-o-w like |
4389s | moe in the lawn uh and they want to know |
4391s | how do you plan to balance professions |
4394s | to keep them equally useful and relevant |
4396s | at endgame |
4399s | well that's hard balance is a hard |
4401s | question |
4403s | it's a it's a big question |
4406s | balance is |
4408s | um you know of course something that is |
4410s | done through testing through iteration |
4413s | um and uh and also watching player |
4416s | behavior so um |
4419s | you know when it comes to balancing a |
4420s | system that's something that we do |
4421s | during testing phases when it comes to |
4423s | architecting the system itself and |
4425s | identifying the areas in which certain |
4429s | certain professions excel |
4431s | where they interact with ancillary |
4433s | systems their interconnectivity across |
4434s | the artisanship system as a whole |
4437s | you know the the important part there is |
4439s | to identify |
4441s | um how that the the interconnectivity |
4444s | lives with the other professions in the |
4448s | artisanship system um and and and what |
4451s | type of reliance you have on particular |
4453s | professions to complete the path of |
4457s | crafting or introduction of new items |
4460s | into the economy |
4462s | and i think that |
4463s | one of the things you need to strive to |
4465s | do |
4466s | is not to create arbitrary and one-off |
4470s | bespoke professions that aren't part of |
4472s | that integration that whole holistic |
4474s | kind of view of the depression system |
4477s | corey and mike are doing a great job in |
4479s | kind of identifying uh the importance of |
4482s | each profession across the artisanship |
4484s | as a whole the artisanship systems as a |
4487s | whole |
4488s | and right now we have 20 i believe we |
4491s | have 22 professions |
4494s | and we're talking about masteries like |
4496s | ultimate masteries uh living within only |
4499s | two of those to start for any one |
4501s | individual character |
4503s | so there's a uh that doesn't mean that |
4505s | that you can't achieve like tier three |
4507s | and tier four um |
4509s | intermediate proficiency within those |
4511s | systems and have some |
4513s | uh some interaction across the whole but |
4516s | when it comes to complete mastery we're |
4517s | really kind of identifying around two or |
4519s | three right now |
4520s | but that's something that gets play |
4522s | tested something gets iterated upon |
4523s | something that we get feedback on um |
4526s | that's an important aspect for sure |
4528s | yeah |
4529s | well we appreciate you answering all |
4531s | those questions stephen i know it's a |
4534s | lot |
4535s | um but of course uh we hope that you all |
4538s | enjoyed our april development update as |
4541s | we said there will be an ebb and flow of |
4543s | those big ones where we showcase a lot |
4545s | of cool in-game stuff |
4547s | versus the others where we kind of give |
4548s | you little pieces trickling here and |
4550s | there but we hope that you enjoyed |
4552s | hearing about the event system we will |
4553s | have an article going out next week or |
4555s | sometime coming up |
4557s | that you can check out as well as there |
4559s | already is a feedback thread up if you |
4562s | have any you know thoughts on the event |
4564s | system thus far feel free to drop them |
4566s | over there and then of course we also |
4568s | have our hairstyle feedback thread up we |
4571s | would love to hear your thoughts on |
4572s | those things |
4574s | especially for the hairstyles if you can |
4576s | provide some imagery that assists our |
4578s | artist quite greatly and you know we're |
4581s | really excited we hope that you have |
4583s | enjoyed um seeing our update and uh just |
4587s | quick reminders that the road to |
4588s | desolation cosmetic swap over will be on |
4590s | may 11th so if you'd like that check it |
4592s | out thank you all for watching thank you |
4594s | steven for your time we hope that you |
4596s | all stay safe and healthy and of course |
4599s | if you uh didn't get to watch this or |
4601s | you kind of came in later |
4603s | it will be immediately available over on |
4605s | twitch if twitches mods want to work |
4607s | with us otherwise we will be putting |
4609s | this up on our youtube channel |
4610s | youtube.com ashes of creation and if you |
4613s | subscribe to us over there and leave us |
4615s | a comment on the video your comment |
4617s | could be selected randomly to be uh |
4620s | spotlighted on our next live stream |
4622s | which we will you know if it's a |
4623s | question we'll answer if not we'll maybe |
4625s | discuss it a little bit maybe it's about |
4627s | tacos i don't know what it's going to be |
4629s | about |
4630s | but we hope to see it and of course |
4632s | follow us on all the places we you know |
4635s | we of course do this big update on live |
4636s | streams once a month once a month but we |
4638s | do a ton of updates on our social media |
4641s | throughout the month so if you want to |
4643s | see daily content twitter facebook |
4646s | instagram snapchat go check us out uh |
4648s | pop on over to our discord bacner and |
4651s | roshan are and are always interacting |
4653s | with people daily over there as well as |
4655s | over on our forums we would love to have |
4657s | you join us and be part of our ashes |
4659s | family and we will see you all next |
4662s | month for another development update bye |
4664s | everybody have an awesome weekend |
4667s | [Music] |
4675s | [Music] |
4703s | [Music] |
4708s | you |