over 2 years ago - Ashes of Creation - Direct link

Transcript (by Youtube)


0s [Music]
5s so
7s [Music]
20s hello everyone welcome and salutations
24s we hope you are having a great and
26s glorious month uh we are here for our
28s march march development update
31s i know and we're doing it on a thursday
34s i know
36s just some people who are like what's
37s this fan friday it's not friday and i
39s was like ah normally we stream on
41s fridays um but we needed a little extra
43s time as you can see on our current
45s topics list we are going to be not only
48s doing our reminders on studio update our
50s big focus for the stream is actually
52s going to be the character creator and
54s yes you are going to see it in action
57s yes fiddling with it um
60s i think we did one little edit that we
62s had uh because the we had a crash i but
65s i crashed it i was manipulating the
67s tattoos and the put too many tattoos on
69s i put too many tattoos and scars and
71s then we found a crash that qa was like
74s yeah you know we only really hit this
75s crash like once out of like 40 times and
77s i was like oh okay then it's safe and
79s then at the moment i did it boom so we
82s did a little bit little edit but it's
83s okay um yeah i know super excited with
85s that with the character creator today
87s guys
88s of course we're going to preface that
90s this is the alpha 2 character creator so
92s there's a lot of features that still
94s aren't going to be present in it but i
96s think it's not done
97s yeah ui is not done there's still a lot
99s of you know feature development that's
101s necessary a lot of presets that aren't
102s present some of the you know options and
104s we'll go through that stuff a little
105s later but
106s um what i will say is i played a lot of
109s mmos
110s and i have very rarely ever encountered
113s a character creator even at this state
116s that is as
118s versatile and capable uh as what our
121s team has has been able to develop so i'm
123s super excited to show that with you guys
125s i was able to
127s record with margaret and zach mallett
130s and clayton stamper and um and we had a
133s lot of fun and chris atkins as well yeah
136s it was uh i'm sure you guys are gonna
138s enjoy it we're a little silly at times
140s but we do get into
142s some more technical details as well um
144s our
145s programmers nerding out which you know
147s is always a lot of fun and then we also
149s have this very character heavy a stream
152s we also have some more character art
153s updates if you've been watching and
155s follow along with our journey the last
157s couple months you may have noticed that
158s we've been showing a lot of the you know
161s different races art uh because we're
163s kind of finalizing some of those things
164s and getting them to the point where you
167s know in alpha 2 you will be able to play
168s these so we had another
172s new showcases and reveals as well on
173s that front i was just going to say
175s another really important thing
176s on the art side at least as you're
178s seeing a lot of this character work um
180s starting to get revisions and
182s additional passes you're actually going
184s to start now seeing the real
186s real kind of almost
188s launch quality characters that we're
190s intending to have in ashes of creation
192s so um that's always exciting because as
195s we've as we told you in alpha one and
197s prior to alpha one during development
199s like art is always a work in progress
201s right it's always getting you know
202s iterated upon and
204s and improved and um one of the great
207s things about a transparent development
208s process of an mmorpg is you get to see
210s that from start to finish and now we're
212s kind of reaching a point in the quality
214s where you know we're feeling like this
216s is this is where we want to be with our
218s character art um so it's exciting to
221s share that with you guys yeah
224s and last but not least we also have our
225s q a as per usual and we'll probably also
228s during the character creator segment
231s i'll be keeping an eye out for chat if
233s there's any upcoming questions that i
234s notice that we don't answer throughout
237s um and i will also bring those up at the
239s end of that so let's get quickly into
242s our reminders don't have a ton this time
244s but we do have a little bit of a new
246s segment
247s first and foremost we actually are going
249s to be spotlighting a youtube comment
251s every stream now so if you are a
254s subscriber on our youtube
257s if you leave us a comment you may be
258s spotlighted so today's one is from
260s josh23 and they said i love the
263s diversity in the classes i know they
265s already showed the value but i would but
267s i wonder if they will further diversify
270s them from the klar like the other races
273s and their counterparts and i figured you
275s could talk a little bit on that front
277s stephen if you'd like
279s yeah
280s absolutely so i mean
281s you know the the classes
285s so the diversity in the classes i know
286s they already showed the value but i
288s wonder if they will further so we're
289s talking about classes here are you
290s talking about character races i think
291s they're talking about character races
293s but there's some language barrier
294s happening here i see sac yeah so
297s one of the cool things about uh ashes of
299s creation is we have nine separate
301s character races each of which have their
303s own defined cultural influences right um
306s those cultural influences are seen not
308s just from the armor sets and how those
311s armor sets get adapted when you don them
313s as a different race right we have same
316s we have essentially sets that exist
317s across all races and each race that dons
319s those armor sets is going to have their
321s own racial influence on the presentation
324s of those particular sets so that's
325s something that's unique in how each of
327s the races get diversified additionally
330s our node structures in the way that
331s cities get developed take into account
333s the predominant experience that's
334s gathered from the players around the
336s node so the more that one particular
338s race contributes to a node's development
340s it's going to manifest in that
342s particular node's architectural
344s influences you're going to see the
346s architectures of those races become
348s manifest within the nodes as well that's
350s another way that we diversify each race
352s and we present each race's culture in
355s the game as through those architectures
356s through those props that exist through
358s the tailoring of the armor sets that the
360s npcs might wear to the different
362s factions that exist factions will have
364s their own
366s affiliation with different races as well
368s each race will also have
370s you know some different um nomenclature
373s when it comes to the lore or comes to
376s locations in the world um they're going
378s to have you know their own language
380s influences as well um the way they kind
383s of speak is something that's going to be
385s distinct between races when you have
387s dialogue trees with particular npcs so
389s all of those things really go into kind
391s of setting an immersive world where um
394s the cultures have their own identity
397s yeah and uh i think that the main thing
400s is here is that they're saying like the
402s classes are so diverse that there's so
404s many different ones that they're
405s wondering if the races were going to be
406s that as diverse as the classes so that's
409s what they meant by that but thank you
411s josh23 for being a subscriber on our
412s youtube channel and for leaving us a
414s lovely comment if you would like to be
415s spotlighted in the future uh just leave
418s us a comment subscribe to us on youtube
420s yes we know you're watching all right
422s next up a reminder that the uh secrets
426s of shade glenn will be swapping over
427s april 6 2022 at 11 a.m pacific for the
430s new set uh so if you'd like these snag
433s them while they're hot and of course we
435s do have a dev discussion that just went
437s live so if you uh would like to give us
440s some feedback and have a little say in
442s what happens with our development uh we
444s would love for you to pop over to our
446s forums and leave us a comment in regards
448s to this this month's one is when it
450s comes to enemy conning indication
452s systems in game what features do you
455s like
456s if you do like indicators to what extent
458s or delineation
459s so this is like you come upon an enemy
461s how do you know uh what level it is if
464s you are going to be able to take it or
465s if you need to get a group together that
467s kind of thing so definitely toss us your
469s feedback it's a heavy one some people
471s love a lot of indicators some people
473s don't so we definitely like to hear your
476s opinion on that and of course last but
477s not least we do have our content creator
479s program application still up we will let
481s you know when the application process
483s closes and we begin to invite folks but
485s right now we're just in the application
487s phase um we are getting you know closer
490s to that point where we're going to be
491s closing it up and uh replying to people
493s so
495s get it in there if you are a content
497s creator and you'd like to be part of our
499s program it's going to be a very
501s different program from the others that
503s you've seen probably yeah
505s and with that that is our reminders so
507s i'm going to toss it over to stephen to
508s talk about our studio update i know how
512s anxious everyone is to get into the
513s video that we have for the character
514s creator so i'm going to make our update
516s quick on the studio front um hiring is
518s going very well uh this year we have now
521s we're in the end of march um since the
523s start of the new year we've hired uh
525s just about 20 new uh heads at the studio
529s um so very excited to have
531s you know the great talent that we're
533s attracting to this project we have a lot
534s more seats to fill um
537s but our our hr team john stacy um and uh
542s cameron are doing great jobs and midori
544s are doing great jobs in hiring
546s incredible talent for the studio
548s and you're going to be able to see their
549s work soon uh in our development updates
552s but other than that things are going
553s great at the studio yeah um i know that
555s people want a tour when we're ready we
557s will uh we still have some
559s beautification stuff happening our
560s office is still pretty corporate office
562s looking
563s but we do have some art coming in as
566s well as uh some cool plants and things
568s so i think that it's gonna we're getting
570s there plants
571s cool plants man you know yeah yeah all
574s right well i think with that let's get
576s to the thing that everybody wants to see
578s so i'll let you preface no yes
581s play this
582s all right so i said as i said in the
583s beginning uh there's still a lot of
585s outstanding feature work that's
586s necessary um the character creator is a
588s little bit unique for ashes of creation
590s because
592s a lot of times your experience with a
594s character creator is minimal in mmos
597s because you're there on launch day you
599s want to get through making a character
601s you don't want to spend too much time on
603s it right um so you jump straight into
605s the game one thing that we're going to
606s be offering is people will be having
608s access to the character creator before
610s launch day so they'll be able to create
611s their character spend time on it save
613s that character and then um have that
616s ready to go immediately when launch day
618s comes
619s that is going to be something that i
620s think is is very helpful um additionally
624s we're going to be running some contests
625s i know that margaret's excited about
627s some character creator contests and some
629s prizes that we're going to hand out as a
631s result of those contests in the future
633s um that's going to be able to get down
634s the line when we're ready we're not
636s absolutely yeah absolutely we're not
637s quite there yet still some work to do
640s but what you're going to see in this
641s video is our own custom created
644s character creator and um this was a feat
648s of of great uh engineering work along
651s with our our incredible artists
654s um and we're going to talk a little bit
655s about that in this presentation but i
657s want you to keep in mind this is the
659s alpha 2 character creator
662s and one other component of this
664s character creator which we talk a little
665s bit about is it has application just out
667s not just for your character but also for
670s any npcs you may hire that exist on your
673s freehold that you might want to create
675s custom npcs
677s it's a great tool for our design team to
679s create marquee characters within the
680s within the game itself and this
682s technology is also applicable to our
684s animal husbandry system and how we're
685s going to manipulate creatures as well so
687s keep that in mind uh but otherwise i
690s think we're ready all right we'll see on
693s the flip side
694s i'm so excited
696s [Music]
705s hey
714s [Music]
731s [Applause]
741s welcome everyone to our first look at
745s the ashes of creation character
747s customization
749s and creator character customization
751s creator ccc yeah
754s how cool he looks i know we get to see
756s the vec look at him in the model forum
760s super excited well we're happy that
762s you're joining us and taking a look at
764s this uh first look at our character
766s creator we have an awesome crew with us
769s actually here today um some
770s representation from the character team
772s with our lead character artist mr chris
775s atkins how you doing buddy i'm doing
777s great good to see the vec in there i
779s know it's your your your creations are
781s coming to life your team's creations are
783s coming to life it's so cool to see
786s and then we also have some of the brains
788s behind uh creating all the cool
791s customization options that we have
792s available to us in this creator uh two
794s of our engineers mr clayton stamper and
797s mr zachary malott how you doing buddy
801s hey uh clayton here
803s very excited to have you guys and then
804s of course this wouldn't be a stream
806s without our amazing and glorious uh
810s community marketing lead
812s mrs or miss margaret crone
815s not misses yet i know not yet soon
818s excited
819s i'm very excited yeah and i know of
822s course um for those of you who are
823s tuning in on the stream and who are
824s seeing this for the first time on the
825s stream we just uh we just cut to this
827s video but for those of you who are
828s tuning in on youtube um you know as
831s you're watching these customization
833s options please feel free to leave
834s comments let us know your thoughts join
836s in on our discussions on our forums on
839s twitter on all the places so that we can
841s get your guys's feedback because that's
842s why we showcase this stuff in
845s development is to get everyone's
846s feedback
847s so
848s i'm excited to take a look at this
852s character creator with our glorious
853s community
855s this guy is looking pretty cool i'm
857s loving the model and it really stayed
859s true to the concept
862s yeah i mean manny's such a great artist
864s and you know i think that's why we
865s picked him up is because he had such a
866s strong sense of like overall silhouette
869s and style and so yeah you can see his
871s work right here and then
872s you know a little more realistic
875s direction for textures and yeah yeah i
877s think he's i think he's looking pretty
879s good into what you envisioned i i hope
881s anyway oh yeah no he's he's looking
884s great i mean this is one of my favorite
886s races actually in our in our
888s with our different cultures right
890s because
890s it's so different than what i'm
892s accustomed to seeing from a character
894s race standpoint like most player
896s character races don't look like these
898s guys and this isn't even in their actual
900s like animated stance that they're
902s intending to have that more crouched
903s look right that hasn't been implemented
906s yet but just the model itself is is
908s really cool
909s yeah it's just i'm sharing right now
911s kind of with the klar and and same from
913s a technical standpoint they shared sort
915s of the same geometry and
917s uvs so we're trying to make things you
919s know pretty efficient and intelligently
921s as we go along
922s i like the tusks the tusks were such a
924s great touch
926s oh yeah no they're great and again
928s manny's concepts are awesome he does
930s stick right to him you know once we get
932s something approved he nails it have you
934s guys ever played oh go ahead go ahead i
936s was gonna say the community definitely
938s has
938s opinions on the tusks and you know being
941s able to customize them or
943s oh yeah i know some people have asked
944s about removing them completely
946s uh things like that right or yeah
948s drilling them down like significantly to
950s the point where they're
951s barely noticeable right
957s okay so one of the cool things about um
960s this demonstration today again want to
961s preface this is a first pass on our
964s actual character creator um clayton and
967s zach have done a
969s an incredible amount of work along with
971s a lot of other people who have
972s participated in making our character
974s creator um but from a functionality
976s standpoint um what we're gonna do is
978s we're gonna take a look at all the
979s different customization options that are
982s presently available then we're going to
983s talk a little bit about the
984s customization options that have yet to
986s be implemented but are still on um on
989s our course on our on our on our feature
991s roadmap right um and to do that we're
994s actually going to select
999s still very very early so keep that in
1001s mind all the prefaces all the preface
1004s all the work in progress prefaces you
1006s guys our core audience who have been
1008s following development of ashes creation
1009s you know this um you see our monthly
1011s updates as we show you you know ongoing
1013s progress um but that's really part of
1016s the fun right you're seeing a
1018s massive massive mmorpg being made in
1021s real time with regular updates on the
1024s monthly um showing you guys our movement
1026s from where we were to where we're going
1028s and every step in between and that's
1030s part of the fun um but in order to show
1033s off some of these customization options
1034s the vec aren't quite there yet with uh
1036s being able to be customized yet in the
1038s character creator we can randomize it
1040s but actually let's go over to the klar
1044s oh i love that effects
1047s jim did such a great job with those
1049s effects
1050s so when you switch over obviously you
1052s see the kind of you burn away that's uh
1054s part of the lore and ashes uh it also is
1057s something that you see in death um you
1059s know if you played the game you kind of
1061s have seen as your character dies you
1063s turn into these pile of ash but this
1064s guy's looking pretty cool what is he
1066s he's like almost looks like a viking
1068s yeah like a viking cleric or something
1071s i love the detail on his face
1075s yeah it's very cool
1076s it's been really fun to make these guys
1078s and yeah i mean you can start to see
1080s kind of you know some of the
1081s imperfections that you're able to add
1083s and everything else i mean i'll let you
1084s keep getting into it but yeah no it's
1087s it's looking really working yeah clayton
1088s i know uh and zach i know you guys have
1090s put a lot of work into
1092s showcasing some of the scarring here and
1094s being able to like manipulate that
1095s scarring we're going to talk a little
1096s bit about that
1098s yeah so i i i tend to focus on
1102s the art side of it um i work with the
1105s artists pretty closely and i do some
1107s shader programming so i did a lot of the
1108s behind the scenes that's driving the
1110s appearance of the scars
1113s um
1114s and uh atkins uh chris atkins did a
1117s really good job uh getting us the assets
1119s that bring it all to life the loincloth
1122s the loincloth yes
1126s yeah we had a little underwear thing
1128s going on oh yeah get us some loincloth
1131s chris where's the or uh
1133s maybe this should be better for uh
1135s yeah for chris where is the physics on
1137s this i would like when i twirl that the
1139s loincloth flares up you know
1141s it does have it i'm not sure if it's
1144s enabled right now but it does it will
1146s flap i promise
1148s accidental uh flashing of people wait i
1151s need to check something is for that
1153s particular loin cloth
1156s is their customization
1160s options let me see
1166s [Music]
1169s [Laughter]
1174s that is that's been a question that the
1175s community has asked for some time
1177s actually whether or not we're going to
1178s have certain sliders uh i guess this is
1181s a little showcase of what's to come in
1183s the future with being able to manipulate
1184s aspects of the of the character
1187s including chest cross crotch i don't
1189s know about the name crotch
1192s that could be grat selection oh yeah
1194s that's true grat and kobe and tim uh
1197s worked on the ui side of this for our
1200s character creator and that was it's that
1202s definitely sounds to me like a grand
1204s selection and the wording there
1206s um but yeah i like that he went nice
1209s nice and casual with the booty though he
1211s was like bottom bottom bottom yeah
1214s that's that's a fair that's i'm okay
1215s with that one i just thought about the
1216s crotch one i know i know but i just i
1218s think it's funny that he went crotch but
1220s then for butt he went butt up bottom
1223s so now some of these um
1226s options we're talking like body
1228s type in here we can adjust height and
1231s weight
1232s [Music]
1234s you can make them a little bit you know
1236s thicker looking right
1238s and of course there's gonna be sizes
1240s here that we're going to kind of adhere
1243s to based on the race right we obviously
1245s we we incorporate some limitations on
1247s that right
1250s yeah we're definitely going to be doing
1251s that i think clayton can speak more to
1253s that
1257s oops are we losing there
1260s we lost him
1262s well so so the
1264s the weight entitlement system for how
1265s those inputs affect the bones is
1267s actually something that zach worked on
1269s more oh nice yeah it's a bone by bone
1272s basis on a per race and per gender basis
1276s so so now people who don't know what
1277s they should bonus zach can you tell them
1280s a little bit about what a bone is
1281s [Music]
1283s each
1285s messed up
1287s so
1287s bones uh it's pretty much
1289s you can visualize it just like you would
1290s visualize a bone in a skeleton but
1292s really what it is it's just a transform
1294s in space that describes how each vertex
1296s should be
1298s transformed if that bone is also
1300s transformed so whenever the bone in the
1302s arm moves all the vertices that are
1304s skinned or weighted to that bone will
1305s move the same way that that bone does in
1308s a proportion to
1309s the weight
1310s with that bone in that vertex
1313s ah
1314s so if you scale it up it makes all the
1316s vertices around it scale up and one
1318s thing that chris does very frequently is
1320s he'll go in and like touch up the skin
1322s weight so that the vertices scale kind
1325s of how we want them to because
1326s like originally we had kind of like a
1328s blockier look with the weight but he
1329s went in and like uh
1331s really tweaked that and got got
1332s something that looks pretty good for the
1333s larger weights too
1335s oh very cool yeah and i think it's a
1337s combination of that and what you and
1339s zach are doing under the hood because
1340s you guys are kind of averaging in
1342s between all these bones too to make
1344s smooth transitions which really makes my
1346s job easier as well
1348s i'm just going to play around while kind
1350s of you guys talk about all this fun
1351s stuff yeah and it's also um super
1353s awesome that we get to
1355s do all these manipulations and get a
1357s really wide variation of body types and
1360s faces and characters
1362s just from like one standard mesh you
1364s know
1365s um yeah so a lot of times some character
1367s creators they just swap it out and and
1368s different meshes you know
1370s but we're really like manipulating and
1372s molding and sculpting a single mesh that
1375s can achieve like a really wide array of
1378s results
1379s and he was showing some of the wrinkles
1381s and the textures on the face i know you
1383s guys have are really excited about like
1385s the detail system i don't know if you
1386s want to talk a little bit more about
1387s that
1391s i'm pretty excited about the detail
1392s system right now we're just using it for
1394s wrinkles but that's a system for pretty
1396s much blending any texture detail
1397s holistically over the entire body of a
1399s character so whether that's like scales
1401s on the renkai or uh doing like the you
1404s saw that the vec has like scar asian
1406s over their body you could blend in like
1407s different starvation patterns and we
1409s could even use it for like body hair
1411s sliders for the dwarves and yeah all
1413s sorts of things for something as crazy
1414s as the tulnar once
1417s yeah i keep forgetting about that body
1419s here
1422s how do you feel
1423s catkins about
1425s making holes for armpit hair and all the
1427s armor
1429s yeah
1430s going to be quite the authoring hey i
1431s guess we have to figure out horns anyway
1433s so why not right true true fair fair
1436s yeah i love the hair customization
1438s you're on right now oh i do too i love
1440s it
1442s yeah
1443s i really haven't seen that actually very
1445s much in many character creators
1448s it would be cool that over time when
1450s you're in game you have to get a haircut
1451s because your hair grows out
1454s especially with all the combinations of
1456s your cheeks like hair your chin hair
1458s your lip hair
1460s i i like the difference yeah the the the
1462s different um options that you can kind
1465s of touch on right look at the look at
1467s the variance and just the lip length
1470s like yeah that is that is pretty cool
1472s because in a lot of other character
1474s creators that many of us probably have
1476s experience with right these are presets
1478s that you choose you don't really get to
1479s manipulate the preset itself like i
1482s would choose this super long length you
1484s know mustard or the short one
1486s and i wouldn't have the variance in
1488s between that i could customize that's
1490s pretty cool
1492s yeah i mean this is an impressive feat
1494s of engineering by the team i mean
1496s they've really done some awesome stuff
1498s and they've really worked out a ton of
1499s the extra parts of the character
1501s pipeline that we didn't quite have
1503s nailed down yet and and these guys have
1505s really flushed everything out and it's
1507s yeah it's really cool to see i mean i
1509s think we all get mesmerized by this
1510s thing every time we play with it
1513s and we've been talking about
1515s letting people customize each eye
1516s separately i know because that's going
1517s to be a question that comes up too
1519s but right now we don't have that feature
1521s in
1523s yeah there's still so much more left to
1525s do
1526s having one blind looking eye would be
1528s sick absolutely or different colors a
1530s hundred percent
1532s yeah in tandem with the scars you know
1533s you put a scar over that eye and then
1535s sort of make it milky
1537s i also like that you can adjust the uh
1539s fingernail colors as well i want to
1542s rotate them
1546s you'll have to up the strength of the
1548s yeah yeah because you're transparent
1550s yeah
1552s i was telling steven i want to be able
1554s to put like the tattoos on my nails to
1556s make nail art
1557s so if you zoom out you'll see his
1559s toenails too yeah
1561s oh that's so cool
1563s that is so cool
1565s i love that
1567s let me see if there's some other other
1569s presets we can play with
1570s now you put in a guy needs like a
1572s trifold hat
1574s oh yeah for sure it looks like a
1575s musketeer that's gonna be a very piratey
1577s yeah
1579s let me see here let me go to
1582s some other presets oh there we go this
1584s one's my one of my favorites too because
1586s i love the hairstyle it's cool yeah
1589s really good on that yeah the hairstyles
1591s are awesome uh jinzy as everyone knows
1593s is a favorite i think of the community
1596s but yeah she's been leading a ton of the
1598s charge on the hair eye customization
1601s stuff while i've been dealing with more
1602s of the body
1605s now let's talk about these so this is in
1607s the appearance section right this is
1608s mainly like adjusting
1611s attachments to the character but when we
1613s talk about the model itself and we move
1615s into things like being able to sculpt
1618s sections of the face
1621s this is such a cool yeah
1624s these are areas that we can actually
1626s touch up on so when i grab this and i
1629s pull it in a direction right it starts
1631s customizing different segments of the
1633s body uh zach you worked on this yes
1636s yeah clayton and i tag teamed on this
1638s one um we really wanted to give players
1642s that feeling that they were
1644s grabbing and pulling and sculpting their
1646s own character
1648s especially with like more minor details
1650s i mean it would have been easy to give
1651s character like players like 100 sliders
1654s you know
1655s but
1656s it's
1657s it feels better to have a much more
1658s tactile response than like clicking and
1660s dragging dragging
1662s and pulling all these like uh
1664s points around
1667s i appreciate that i can have
1669s the the flat filipino nose
1673s yeah i mean again not every game allows
1675s it so
1678s yeah so
1679s i i remember zach mentioned uh how much
1682s variation we achieve through the
1684s customization features a lot of that is
1687s achieved through what steven is playing
1689s with right now with these dots that are
1691s appearing and the reason why those are
1693s dots instead of the little plates that
1695s you see highlighted on the character is
1697s because these are actually changing the
1699s shape of the character's features all
1701s together
1702s very more micro level adjustment tool
1704s yeah
1706s plates are used for
1707s moving things around
1709s and it sort of maps exactly to your
1711s input and that's why that pick map or
1713s the the plates feel so nice
1716s but then you can click on those dots and
1718s drag those around and actually change
1719s the shape of a feature altogether
1722s you can go for some intense eyebrow
1724s cheeks and make like make a make them
1726s bigger smaller change the location and
1729s then you can go in
1730s and refine the actual shape of it using
1733s those thoughts
1735s yeah this is this is phenomenal sorry
1737s chris go ahead no i'm just saying they
1739s did really spend a lot of time i think
1741s sort of getting the feel right you know
1743s we've all been playing with it till it
1744s felt kind of intuitive or kind of easy
1746s to use and friendly
1749s yeah
1750s i mean watching the progress over just
1753s even the last three weeks has been
1755s unbelievable um
1757s you know
1759s i'm i'm excited to see the the backlog
1761s of features that are going to be
1763s incorporated as
1765s you know we move forward with the
1766s character creator beyond alpha 2 um
1769s but if you guys you know are like i said
1772s our core audience that kind of watches
1774s our development just from alpha 1 to
1776s alpha 2 this is an entirely different
1779s thing right alpha one was
1782s was something where you know we had a
1783s number of preset options that were very
1785s limited there was there was little to no
1787s manipulation that was possible at all
1790s and this is a fully fledged first pass
1792s in alpha pass but nonetheless still
1796s is something i don't see every day in
1798s games that i play or in mmos
1801s particularly right
1803s and that's really cool to see
1805s one of the other things that's
1806s interesting about this and you know a
1807s lot of people sometimes beg the question
1810s you know you only spend so much time in
1811s a character creator right like that's
1813s your initial experience a lot of people
1815s when they're trying to get into the game
1816s and
1818s and uh level up as quickly as possible
1820s from a competitive competitive
1821s standpoint like they don't spend a lot
1823s of time in the character but the cool
1824s thing about this character creator is
1826s that it's not just intended for your
1829s character
1830s right it has application
1832s with npc's that you might hire that our
1836s design team might leverage this tech and
1839s in order to create you know marquee
1841s characters um
1843s uh it also has some application outside
1846s of just uh
1847s humanoids right um
1850s zach or clayton you guys want to talk
1851s about that a little bit
1854s yeah i mean so we're going to use
1855s similar tech uh for implementing things
1858s like animal husbandry or
1860s even just for creating creatures i have
1863s some tasks slated for myself to
1866s implement something similar to what i
1867s did for characters but for creatures um
1870s and
1871s yeah tooling is a big focus for us and
1872s making sure that designers have
1874s everything that they need to build the
1876s game with a lot of variation in the
1877s content
1878s yeah we spent a lot of time just working
1880s out the tech for this so it'd be nice to
1884s use this tech in other areas of the game
1886s when it's applicable whether that's the
1888s husbandry system
1890s or any more customization points we give
1893s players in the future
1895s i would also like to add that we are not
1898s sacrificing a lot of
1900s runtime computational efficiency for
1902s this we are
1904s making sure that optimization is always
1906s at the forefront of these decisions
1908s i i was doing a lot of the optimizations
1910s that we shared a while back with uh
1912s the simulated siege with a thousand
1914s characters and
1915s with just the early rendering test a
1917s thousand characters and this is using a
1919s lot of the or in a lot of these features
1921s implemented with the same tech for
1922s merging the mesh and merging the
1924s materials and batching that data for the
1925s gpu so that it can just crunch it all
1928s out at once so the first uh couple weeks
1931s was just spent making sure that this is
1933s viable for an mmo because you really
1935s don't see this type of large scale and
1937s this detail of characters
1940s uh with this level of customization
1943s in any game regardless of a large scale
1945s mmo so we had to do a large amount of
1948s due diligence and tech to make sure that
1950s it can actually work
1952s yeah i think that if you look at how
1955s like the facial hair we broke that into
1956s slots like that's an obvious example
1958s where we're achieving a lot of variation
1960s by breaking those into components that
1962s you can select individually and build
1964s your own combinations where it's not
1965s possible for a lot of other games
1967s because we're combining those meshes and
1969s combining those materials with our uh
1971s utm slot pooling solution
1974s and to steven's point earlier you know
1976s when we had our sort of very limited
1978s character creator you know in our
1979s previous versions this really is i mean
1982s you're able to do sort of what my job is
1984s which was i was just making variants of
1986s characters to sort of put in you know
1988s and now that players can can do it it's
1990s just really cool to see come together
1992s the tattoos you should show that you can
1993s change the color too oh yeah yeah
1996s because i think you're showing the
1997s tattoos which is cool but tiny ux
1999s features which is just
2001s being able to click on a uh
2004s and drag it anywhere on the body
2006s it's such like a good feeling experience
2008s but
2009s a lot of character creators you click it
2010s and it's just there
2012s and then you're changing it on a slider
2014s in the ui you know
2015s being able to like manipulate it on the
2017s character it just feels really good
2020s i agree this does feel good
2023s yeah i mean it's the benefit of having
2024s so many gamers as developers right you
2026s guys know what feels good and what you'd
2028s like to see and then you just get to
2030s actually implement it and another one of
2033s our core tenants is reusability of these
2035s tech features
2037s and you can see that we have scars and
2040s tattoos available in this decal system a
2042s lot of those are using the same
2044s technology to drive it and a lot of the
2046s details that you'll be able to place on
2047s the character we're reusing
2050s the technical features that we've solved
2053s to implement more features for you
2056s most of the hard hard work is done
2059s in regards to tuck
2062s yeah
2063s sorry i'm just trying to find like a
2065s nice little
2066s place for the scorpion
2068s tear drop the scorpion teardrop scorpion
2070s teardrop that's what i'm talking about
2073s okay it's cool that that's pretty cool
2076s i love that i love it all right let's
2078s talk about a little bit um
2081s let me see here
2083s play with the scars oh the scars yeah
2086s let me play with the scars he did he was
2089s messing around with it earlier when you
2090s guys were nerding out
2092s [Music]
2094s oh yeah talk to me a little bit about
2095s the scars clayton cause i know you did a
2096s lot of work on that front with chris
2098s yeah yeah so i
2101s it's using mostly the same system as the
2102s tattoos but it's using a little bit more
2105s texture detail um
2107s and yeah it still uses the same direct
2108s manipulation and the scaling and
2109s rotation whenever you select it it
2111s highlights it for you so you know which
2112s one you're manipulating but basically
2114s it's just uh adding some bump detail and
2116s some like roughness and metallic and it
2119s has all this information that chris
2120s worked really hard on uh to
2123s uh
2124s show three-dimensional uh information on
2127s the character and you can sort of just
2128s place that wherever
2130s yeah it's always a fun process too
2132s working with clayton and zach because
2134s they're great at giving feedback and
2136s they're great at explaining exactly what
2138s they need they're like hey could you
2139s just make a couple adjustments to this
2141s map or this input and then we end up
2144s getting pretty much where i think
2146s everyone wants us to be with these
2147s especially when it came to uh i think
2149s you reworking a lot of the color clayton
2152s and getting that into them yeah
2154s basically there's like a flat color
2157s which is basically just a multiplication
2158s of the base skins color so we really try
2161s to make sure that the scars look and
2162s tattoos look good on every skin color
2164s that was a focus for us
2166s uh and
2167s it so it takes a base color and like
2169s multiplies it but then you also have a
2170s discoloration value that you can add to
2172s make it look a little bit more fresh or
2173s a little bit you know more aggressive
2177s yeah i love the um
2179s kind of wrinkle setting too
2181s really aging these characters
2183s yeah and i i will be adding um a lot
2186s more muscular detail as well so we will
2189s be able to control that so that you can
2191s kind of make your gut more i want my if
2193s you'd like my one pack chris yeah no we
2196s can do it you can get to the one pack
2197s also
2198s the one pack
2201s that's awesome
2202s the keg
2204s your fantasy maggie
2206s of course you know
2210s oh you know dwarf action
2212s need need to look like i drink all the
2215s ale
2216s so have you shown off the hair color
2218s controls yet i have not yet
2221s bring it down a little bit
2222s sorry i was just being entranced by all
2224s the options and playing things trying to
2226s get people to
2228s just see the versatility um all right
2230s let's go to the hair color options where
2231s are we going here the head head yes hair
2234s i love it i worked
2236s pretty hard on that one with uh gen c
2238s and
2239s um
2240s so with you and the rest of the team
2241s giving a lot of helpful feedback yeah
2243s but yeah you can pick two different
2244s colors and then it'll pretty much every
2247s hair color uses the accent and fill
2248s differently but usually the fill is the
2250s root color and the accent is the tip
2251s color and you can adjust the gradient
2253s both the softness of the gradient and
2255s the offset of the gradient to really
2257s blend those colors however you want
2258s across the entire hairstyle
2261s yeah and jincy has a very scrutinizing
2263s eye so i know it's not easy clayton she
2265s kept coming back but like it needs more
2267s sheen here but yeah it's she's great to
2269s have leading this up too for all this
2271s hair tech
2273s let's see so this is now on the top
2275s though let me go to the beard
2279s and play with the beard one
2281s so accent and filler
2283s so i'm going to throw a little bit of
2284s white in there oh that's a lot of white
2287s bit of salt and pepper a little salt and
2289s pepper
2290s look at that gradient too
2293s i like the highlighting though it looks
2294s cool
2295s yeah and we can control that through
2296s sort of different uv manipulation and
2299s get that salt and peppery mix in there
2302s let me actually turn off
2306s the hair and just do the beard
2310s and so i'm playing with this gradient to
2311s kind of determine
2313s the strength of that highlight right
2317s yeah so the contrast is sort of the the
2319s strength of
2320s that the differentiation between those
2322s two colors and the gradient will shift
2324s it along the hair
2327s i mean i could spend all day in this
2329s character
2332s i feel like that's how most people feel
2334s and the beauty of it is that you can
2335s save your character and we already have
2337s some of those features available
2339s and
2340s load them
2341s right and in the future
2343s we want people to be able to share those
2344s characters uh amongst each other
2349s for sure
2350s and not only that but you can save them
2352s for like we were talking about earlier
2354s like future npcs that you might hire on
2356s your freehold
2357s um and have those npcs look a certain
2360s way
2361s um i think that would be really freaking
2364s cool
2364s that would be cool yeah
2367s very cool yeah i was even talking with
2368s the designers about integrating the
2370s character creator into the quest
2371s designer tool so that they can just
2373s create npcs with the click of a few
2374s buttons and have that already assigned
2377s to the quest and data
2379s all right i want to show off a sculpt
2380s tool can we use like a is there a preset
2382s that we have available let me see oh
2385s wait we did this we want to show the
2387s blend yeah okay so we're going to body
2390s um let's see
2392s yeah we did this guy a little bit
2395s um
2396s this guy looks pretty cool
2398s [Music]
2404s yeah that's pretty cool
2406s oh my god
2408s i know that guy oh my god i forgot about
2412s this guy
2414s we were playing with the uh the
2416s functionality and how
2419s we could get
2420s um
2422s how
2422s granular we can get in the customization
2425s options to create you know
2428s different personalities out there
2430s you know it's gonna
2431s like backfire on you stephen there's
2433s gonna be a ton of you and a ton of
2435s people making you in game no no no this
2439s actually looks great i hope hopefully
2442s excuse me hopefully asmin likes
2445s likes this little rendition of it right
2447s it looks cool it does look cool it's
2449s kind of creepy
2450s how realistic it is too all right let's
2453s talk about blending so explain to me a
2455s little bit about the blending mechanic
2459s yeah so blending is a little bit more um
2462s it's not so in-depth especially for
2465s those players i don't want to spend
2467s you know time adjusting each angle of
2470s like the ear tip this is more of a large
2472s scale macro tool that you can select a
2475s couple you know presets and then you can
2477s get certain features from one preset or
2480s different features from a another preset
2483s so you place down your
2485s your presets and then you can click and
2487s drag and morph between those
2490s different presets oh yeah
2493s look at that that's pretty cool
2496s yeah i'm i'm impressed with how many
2497s options and ways you've given the player
2500s to mess with this character
2503s oh this would be cool for like a family
2505s so when you're creating npcs and you
2507s want them all to be similar like you
2509s make a mom and dad and then
2511s it'd be interesting
2513s yeah so you're taking features from each
2515s preset and you're making something
2516s completely new out of it
2520s oh that's looking great so weird
2525s it's freaking awesome
2528s i love this
2531s so you can add as many as you want
2535s and kind of pull between them huh not as
2537s many as you want i think there's a max
2539s at some point
2541s oh yeah
2544s for ui purposes
2550s too far apart stephen
2552s that's so cool it does give me the uh
2554s yeah it gives me hope for the system i
2556s will not name but
2558s that would be plenty of hope
2560s i'm the only one that's terrified of
2561s that one that catkins is having like
2563s nightmares about no
2566s we love ourselves
2569s i'm excited for that one
2574s there you go
2576s that's looking good
2581s i mean
2582s it's looking
2585s yeah that's the right word it's looking
2587s like something
2588s i guess it's nice so you can make your
2590s guy like haggard for certain days of the
2592s week
2593s wait what this is mondays
2596s excuse me your character differently
2598s yeah for each day like a monday
2601s he looks like he's judging you
2604s no i i know what we can do here
2607s okay what can we do
2609s oh my god i'm scared
2615s oh yeah
2617s okay i see where it goes
2619s don't get us in trouble
2625s i get where you're going
2628s zach said this is a fantasy game
2631s oh my god
2633s on let's go back to the back to the
2635s beginning and let's see what
2637s what it could have been hold on let me
2639s see real quick but it could have been
2642s what do you mean
2643s you know just
2644s steve what
2648s and bring this all in tune we gotta get
2650s the hair into there we go all right
2652s let's take a look at our options
2655s now the length
2657s oh wow look at that i like the length
2659s that's not too bad that's not too bad
2662s okay that's a lot of hair it's really
2664s heavy on the hair front
2668s this is interesting
2669s this is like a bro version
2672s oh yeah
2674s i kind of like that i like that too yeah
2677s that's pretty interesting
2680s now let me go ahead and
2683s go back to the blend oh no actually the
2685s sculpt
2686s and let me adjust the eyes
2689s real quick
2691s no
2692s no
2694s no
2695s okay that's better
2697s look at that yeah that's pretty good
2699s yeah
2700s yeah were we talking about clayton no
2702s negative results yeah that's what you're
2704s talking about
2705s so yeah that is one of our coordinates
2708s this is one of our core tenants that we
2709s want to make sure that the the user is
2711s always getting positive results with
2713s whatever they're customizing of course
2715s you can go crazy with it and try to make
2717s it look as goofy as possible but i
2719s definitely know monster factories no no
2722s factories i mean you could do some
2723s monster factories like
2725s with the tattoo put the scarring like on
2727s the eye
2728s yeah we can just grab the scarring
2731s and put that over the eye oh there we go
2734s let me manipulate this now wait for it
2738s i think i can make it super crazy large
2741s and like pull it down
2744s oh now that looks kind of creepy
2747s that doesn't look like it's slashed by
2749s like an axe or something you might have
2751s lost that fight i know i did lose that
2753s fight now we can adjust in the eyes hold
2756s on let me go back to the eyes and put
2758s this like weird film over it and make it
2760s maybe a little bit more sick yeah like a
2763s mage hit him with a fireball in the face
2765s or something yes and then oracle vibes
2768s we can take the pigmentation here make
2771s it a little bit
2773s little uh
2775s hold on let me see
2778s now he's starting to look a little
2779s creepy
2780s right
2781s that doesn't look too bad
2784s oh that's scary
2786s i like that
2787s i wouldn't mess with that guy
2789s no he seems creepy give him some more
2791s wrinkles so now something interesting is
2793s that
2795s you know unreal obviously is a
2796s phenomenal engine epic is such a
2799s such a great company with you know the
2801s amount of resources that they pour in
2802s really to
2804s helping um you know out of the box this
2807s there being options for developers to
2809s use but
2810s at intrepid we really like you know
2813s creating
2814s the functionality ourselves i know that
2816s there's some some other
2818s character creators out there that people
2820s probably have seen with unreal engine
2821s one of which is what what's it called
2822s meta human i think meta human yeah
2824s yeah
2825s yeah and yeah
2827s it makes awesome characters but um
2830s yeah we we built all of this tech
2832s in-house uh yeah zach and i worked
2834s pretty yeah we wanted a solution that
2836s was tailored for the experience that we
2838s want to give players and especially the
2840s tech we needed to support it yeah
2842s especially for an mmo right because that
2843s that those technical requirements those
2846s those limitations are very specific to a
2848s per project basis almost
2851s 100
2852s if we want to render as many characters
2853s as we want to in large scale battles we
2855s have to
2857s yeah
2858s well you guys did a phenomenal job and
2861s yeah everyone and even the people who
2863s are not here in this call like right
2865s that's what i was about to say like
2867s great job this is a wide-ranging um
2870s effort by not just clayton zach and
2873s and chris but with ginsee and brian gans
2876s and tristan and uh jim and the effects
2880s side um colby
2882s colby with the ui
2884s um
2885s mike with the yeah manny
2888s um you know gotta list them all now
2890s stephen
2891s i'm listing the mom listen all the
2893s production especially benoit uh very
2896s important role of course through any
2898s development as a production team and
2899s benoit did an awesome job organizing
2902s um organizing a lot of it um
2906s you're falling apart without him for one
2907s day
2909s one day
2910s he's great for morale too because we'll
2912s be in the meetings and he's like i'm
2913s sorry i was mesmerized by the screen
2916s also let's not forget stephen
2919s stephen was here with us through this
2921s entire process he was guiding the entire
2923s thing giving us tasks on how to make
2924s this better it also is the driving force
2928s it was crazy enough to hear my pitch on
2929s what i wanted to make for the character
2931s creator and actually give me
2933s the responsibility to make it happen
2936s well you guys have done a phenomenal job
2938s and i hope that out there in the
2939s community you know you you guys are
2941s seeing the quality right
2943s um that we're striving for in ashes of
2945s creation you're seeing that continual
2947s improvement the development i'm going on
2949s a monthly basis right now on our march
2951s towards alpha 2 and you guys are going
2953s to have an opportunity to play with this
2954s character creator to find the bugs in
2956s this character creator there's going to
2958s be additional functionality that we're
2959s going to discuss probably back on stream
2961s when we get there um that wasn't
2963s included as part of this first offering
2965s or this work in progress but is is the
2967s intent that we have for for this
2969s particular area of the game that we want
2970s to showcase eventually um so you know
2974s we're really just excited to see this
2977s this game come to life and to see you
2979s guys you know
2980s react to the hard work that our
2982s developers are putting into it and that
2983s that's exciting for me and i know it's
2985s exciting for you guys too um margaret is
2987s there anything else or guys doing
2989s randomization and also maybe the vec
2991s randomization so we can show maybe some
2993s more of those like uh sure
2995s tusk options and stuff
2998s but yeah i think that you know you said
3000s a lot of what i would resonate as well
3003s everyone worked really hard did an
3005s amazing job i mean look at this this is
3007s phenomenal
3008s um and there's more to come in regards
3010s to i know there's going to be a lot of
3012s questions about the other races and the
3014s different differences between them in
3016s character creation as well as you know
3019s uh the sexes we'll we'll be showcasing
3022s more of that like as we progress in our
3024s development so stay tuned oh the
3026s textures here are taking a little bit
3028s huh oh there we go perfect now this
3030s guy's uh this guy's a chunky vec little
3033s chalkiness here
3034s he's got a little song going on
3039s some of the face here
3041s if you go to the parents tab it'll
3045s be a little easier for the randomization
3047s yes
3048s oh yeah there you go
3053s cool to see the tusks change whenever
3054s you hit randomize yeah i love that so
3056s much
3057s since he did really good on the tusk
3060s customization with a lot of variation
3062s yeah and that's something we'll make
3063s sure to bring into the other creature
3065s races as well
3067s yeah it looks great i think one thing
3068s that's really cool about uh doing the
3071s races and the features that we've done
3072s so far for the character creator is that
3074s it paves the way for the cooler things
3076s that we're gonna be doing later
3079s yeah totally agree very excited you guys
3082s have done a phenomenal job
3084s um and i know
3086s that i share the feelings of the
3088s community when we say
3091s that we are very excited for the future
3092s and what not just a character
3095s brings but watching all the other
3096s features for alpha 2 start coming online
3100s it's pretty exciting
3101s awesome well we will see all of you back
3104s on stream and for those of you who are
3105s watching on youtube feel free to leave
3107s us comments as i said before we're
3109s always excited to read feedback from all
3111s of our followers all of the people who
3113s are excited for ashes oh my god look at
3114s that guy's face
3116s excited for ashes of creation we read
3118s that we internalize it and we
3120s come back to the community with actions
3121s that represent those those feelings so
3124s thank you for joining us during this
3126s video and we will see you back on stream
3130s bye
3131s [Music]
3142s hey
3150s [Music]
3159s well
3160s seems like everyone liked it from the
3162s chat i do know there are quite a few
3164s questions so we're gonna try to answer
3166s some of those um for sure and before we
3169s get into the question i just want to you
3170s know
3171s kind of express to you guys that it's
3173s been a long journey so far in our
3176s development we're we're not creating
3178s something small mmos are
3180s obviously big things to make right
3183s they're probably the biggest game you
3184s can make and ours
3186s is a particularly ambitious mmorpg but
3190s what i do hope is that with the
3193s demonstration of our alpha 2 character
3194s creator
3195s and as we lead up to alpha 2 and you
3198s start seeing these progress updates on
3200s systems and on combat and on the world
3203s and on everything that goes into making
3205s an mmo
3206s you understand the bar of quality that
3209s we are trying to hit with this project
3212s that is something that is very near and
3214s dear to us as developers our hearts
3217s right is that we want to make something
3218s that makes us proud that makes our
3220s community proud um and on the quality
3223s front this isn't even its final form
3225s like we're not completely like there's
3227s still more stuff that's going to be
3228s happening so
3230s absolutely and i i will say one very
3232s important thing it takes a lot of people
3234s to build an mmrpg of ashes of creation
3236s size and we are hiring so out there this
3240s is going to be a great tool for you guys
3242s to spread the word and help us spread
3244s the word about the project and intrepid
3246s studios because we still have a lot of
3249s bodies to hire we want to be at a little
3251s over 200 people within this year
3254s so um we have a great hr team that's
3256s helping on that front but please share
3259s this stuff talk to the developers of
3261s your favorite games that they've made
3263s and let them know that ashes is hiring
3266s it's very important that we get the best
3268s possible talent because when you acquire
3271s talent like we have at intrepid
3273s you get these types of results and these
3276s are the this is the quality bar we all
3278s want to play in um and you know i can't
3281s i can't say enough how proud i am of our
3283s developers i've intrepid of everybody on
3285s the team i know we mentioned some of the
3286s names there in that video but um you
3288s know we are we are
3290s we are hard at work and there's a lot of
3293s work still left to do and even you know
3296s within our team uh like during our last
3298s like potluck
3300s i heard a lot of discussion of people
3302s talking about what they love about
3304s working at intrepid and it just warms my
3306s heart to see that you know
3308s a lot of people have had bad experiences
3310s but from from our what we're trying to
3312s achieve is making like really a home for
3314s people yeah where they can be passionate
3317s and
3318s make and create the things that they
3319s want um absolutely obviously within line
3321s of what we're creating um and i know
3324s that people have said are you guys going
3325s to create other games i'm like let's
3327s just let's launch one game focus on
3328s action
3331s but you never know
3333s absolutely so with that i'm gonna play
3336s kind of some b-roll video in the
3337s background uh will's tweet chat
3340s awesome
3341s but the first question we have here is
3344s obviously where the female is at um so
3346s if you want to talk a little bit about
3348s why we're showcasing and obviously we
3350s this we haven't even shown you all the
3351s races yet um so if you want to talk a
3354s little bit about why we focused on one
3356s first yeah absolutely i mean there's a
3358s lot of technical hurdles that come into
3360s um setting up the you know skeleton and
3363s the the rig for the each race and um you
3366s know the the different genders um right
3368s now we want to kind of get this out in
3370s front as quickly as possible so we use
3372s kind of our base klr male model um to
3375s stand up all of the tech that zach and
3377s clayton were working on um it just takes
3380s a little bit of time for us to convert
3381s those over uh on the female side and as
3384s well as on the other races um so you'll
3387s be seeing that those options uh probably
3389s as updates through our community team
3392s showcasing that on different social
3393s channels in the future so stay tuned
3395s we'll be showing off more
3397s uh you know creation process as we get
3400s further along with the creator
3402s beyond that
3403s i know there was a lot of comments and
3405s even internally i saw some devs talking
3407s about it who are maybe not working on
3409s the character creator and in regards to
3411s blinking um because obviously when
3413s you're creating your character and
3414s they're just like staring at you it's a
3416s little horrifying uh yeah i don't know
3418s if you're gonna talk a little bit about
3419s it absolutely any any time you're in a
3421s scene where you really want to have
3423s close control over the face that you're
3426s manipulating um it's sometimes a little
3429s bit difficult to incorporate heavy
3430s animations in that right so the idol
3432s stance is is not really present and then
3435s also as you're like manipulating the
3436s eyes um right now if we had like
3439s blinking or eye darting like following
3442s the cursor or like oh my god you know
3443s what are you doing to my face kind of
3444s thing
3446s that that takes a little bit more time
3447s to set up as well um but it is something
3450s that the animation team is working on
3452s yeah we did we definitely discussed it
3454s we thought about you know
3457s if we'd be able to get the in by time
3459s but we weren't
3460s we weren't feeling confident in regards
3463s to the quality that obviously we have a
3465s quality level that we're trying to meet
3466s so and we want to make sure that when we
3468s showcase these things to you guys that
3469s you're not going to see weird wonky
3471s stuff absolutely as much as possible
3474s there's some cases where you know uh
3477s there will be bugs by the way i do want
3479s to mention um you know obviously we
3481s talked about a little bit about features
3482s that are not currently present in this
3485s alpha 2 character creator but
3486s one important thing for all of us out
3489s there who love experimenting with
3491s character creators and making cool
3492s creations is the ability to adjust the
3495s environmental controls around the um the
3498s level that the character creator exists
3500s in this might include different scenes
3503s that you can put your character in it'll
3505s include lighting adjustments that you
3507s can have in this b-roll footage you're
3509s kind of seeing the emissive colors
3510s change in the background every now and
3512s then there's going to be a lot of
3513s environmental controls that are offered
3515s to the character creator so that people
3517s can set it up their scene that they want
3518s to kind of grab screenshots or to grab
3520s recordings or you know whatever they
3522s want to do
3523s that's also some additional
3525s features that tristan was working on
3527s speaking of additional features um
3530s there's quite a few questions here in
3532s regards to that so i'll just go through
3535s it i saw some people talking about
3536s asymmetry and we talked a little bit
3538s about the fact that we want to have this
3539s for eyes in the future
3541s but just in general people would like to
3543s have some asymmetry in their body and
3545s things of that sort so yeah
3547s absolutely i mean the asymmetry is going
3549s to be um you know functionality that's
3551s possible in manipulating either you know
3553s different um components of the body or
3556s different features like hair the beard
3559s we saw a little bit of that blending
3560s with highlights that you can do
3563s margaret talked a little bit about the
3564s light excuse me the eye asymmetry that
3566s you can include um you know obviously
3568s those are going to exist within certain
3570s parameters that we want to define on a
3572s per race basis um but it is something
3575s that we think is cool asymmetry is a
3577s really cool thing and those will be
3578s available for other parts of the body as
3580s well
3581s next um a lot of people were looking at
3584s the vec and being like it'd be really
3585s cool to have piercings
3587s is that something that we'll showcase
3589s maybe not just for back but for the
3591s other races as well uh 100 i mean i
3593s think even um we had some of the body um
3596s adornment or jewelries that were uh
3599s available on the vec model but we just
3602s didn't have time to for this
3603s demonstration to bring those over into
3605s the character creator yet um but that'll
3608s be also kind of culturally dependent as
3610s well
3611s but there will be options like that to
3612s customize with your character yeah
3615s and
3616s when we were showing off the hair
3618s options and colors we showcased a lot of
3620s very natural colors and people were
3622s wondering if they can have more vibrant
3624s greens and blues and stuff like that or
3626s if they're going to be more specific to
3628s those cultures and races uh
3631s the options they can choose options are
3633s definitely going to be um culturally
3635s dependent however with regards to the
3637s question about high saturation or you
3639s know certain types of color ranges um
3642s obviously we have a style guide that we
3643s want to hit from our art from our
3645s perspective right in the game um so
3647s those options will be dependent on
3649s whether or not they match with you know
3652s excuse me
3653s whether or not they match with the kind
3655s of style that we want to have
3657s within the game
3658s all right cool cool
3659s and um i know there's a lot of
3662s customization options that you guys want
3663s we will we have a ton more so stay tuned
3666s as we showcase more of those features
3669s the last question i have here before we
3671s move into our character art segment um
3674s is people were asking about we've talked
3677s about this in regards to paintings and
3679s pictures in your freehold of being able
3680s to upload images people were wondering
3683s when they were looking at the tattoos if
3684s they'd be able to upload images for
3686s those
3688s that's a good question um
3690s it's a tricky one um
3692s you know for me i think it would be cool
3695s if we could do that of course um you
3698s know that does add an additional layer
3700s of customer service need on our side
3703s right we're gonna have to answer tickets
3704s and reports that come in if people put
3706s questionable you know markings and then
3708s we have to do like um you know warnings
3710s and removals and bans or you know
3713s whatever like that's a that's a whole
3714s other
3715s element so um
3717s we will see we will see uh it is still
3720s an open-ended question in my mind yeah
3722s um from my perspective i've
3725s worked on products where we did allow it
3727s and there were a lot of service issues
3728s that we had in regards to customer
3730s service and
3731s we had to remove them in some cases so
3733s oh yeah it's definitely not an easy
3735s thing to say yes or no to um but we'll
3738s see where we're at on that run but i
3739s know it was a question that was asked so
3740s i wanted to make sure you you all felt
3742s heard um
3744s so moving from there let's go into our
3746s character art stuff before the stream
3748s gets ridiculously long and by the way
3751s yeah before we move into the character
3753s stuff i just want to also add one
3754s additional thing um for those of you in
3756s our core audience our in our community
3758s who's been following development for a
3760s long time um and has had you know
3763s the
3765s the outlook to anticipate the day you'll
3768s start seeing our quality bar hit the
3770s area we want it to um
3772s i just want to thank you guys for the
3774s support
3775s um i know that you know a lot of
3778s projects in the past have failed to live
3779s up to your standards they promised the
3781s world and they haven't they they didn't
3783s deliver uh in many cases um our intent
3786s is to deliver so
3788s uh i hope you guys that are watching and
3789s anticipating the future developments and
3791s seeing the progress on the work that
3793s we're all doing um that this level of
3795s quality is is something that's speaking
3797s to you from a gamer's perspective and
3799s something you want to see and play uh
3801s because that's our target goal um so
3803s really appreciative of your guys support
3805s continued support watching our
3806s development giving us feedback it's so
3808s important like
3810s you know i go on like reddits and i go
3812s on other channels and i i read feedback
3814s from pretty much everywhere we can get
3816s it um and in the early days of our
3819s project there was a lot of skepticism
3821s now as people have seen our alpha one
3823s and they're starting to see more updates
3825s on the monthly basis um it's nice to see
3828s that the the support from the community
3830s is there our objective is to take the
3833s time that's necessary right we don't
3834s have a publisher breathing down our neck
3835s i don't have investors breathing down my
3837s neck like our goal is to create a
3839s quality product
3841s and your patience in that regard is very
3843s helpful your support in that regard
3845s verbally participating in the feedback
3847s is extremely helpful so please make sure
3849s if you're watching this and you want to
3851s see these types of game designs come out
3853s and at the quality that we're showing
3855s now
3856s it's important for you to get involved
3857s go on the reddit go on twitter go on our
3859s forums give us feedback we're not
3861s looking for
3862s you know people to purchase into the
3864s game or to pre-order we're really just
3866s looking for people who are mmo gamers to
3868s come out and talk about the ideas that
3870s we're presenting and the updates that
3871s we're giving that's a super important
3873s thing that's part of the process and
3874s it's very important to us and almost
3877s every platform that you go to where we
3879s are officially there you will get an
3881s interaction with the like one of our
3882s development team um our whole community
3884s team is on staff during our core hours
3887s and you know if you come ask a question
3890s in discord we'll answer if you're on our
3892s social media we will respond to you if
3895s you head over to our forums we will
3897s engage with you so it's one of those
3898s things where
3900s not only are you posting but you're also
3901s going to get a response from us
3904s i strive to build that as a team i think
3906s i've worked on a lot of projects where
3908s you know that isn't something that was
3909s that was restricted from doing that yeah
3912s exactly and so i think that you know
3914s we as gamers all
3916s want that interaction with a development
3919s team and you can get that with us so yes
3921s um yeah very very proud of margaret very
3923s proud of the community team as a whole
3924s you guys are doing an awesome job um
3927s interacting with our with our player
3928s base it's it's very important they kick
3931s butt i love them all they are great
3934s beyond that um like stephen said in
3937s regards to delivering on that quality
3939s that takes time so bear with us give us
3941s the time that we need in order to ensure
3943s that we can we can release a product
3945s that is going to be what we've all been
3947s waiting for and dreaming of i'm going to
3949s spend all my out
3952s of office hours playing so
3955s um i'm excited
3957s you too
3958s yeah
3959s i mean we're the people who would play
3961s all night i'm just ready to wander
3963s around as an npc like that would be fun
3966s oh yeah
3967s i just want to like inhabit the body of
3969s an npc that somebody's fighting and just
3971s be like whoa where did that come from
3973s why does npc start going crazy now i'm
3974s just kidding
3977s no i think it's great i wouldn't have
3978s been a boss during a raid or something
3980s uh
3982s dynamic dynamic content a little
3984s different it would be super sweet we'll
3986s definitely have events and stuff like
3987s that that's one of the things from a
3989s community perspective that we've been
3990s putting in we're putting together some
3992s requests in regards to some tools we'd
3994s like and one of those tools is being
3995s able to do something like what stephen
3997s had suggested which is you know spawning
3999s ourselves as a boss and fighting uh
4002s having an apartment i'm totally just
4004s joking it's like i would do that on the
4006s public test server but yeah all right uh
4008s what do we got for character characters
4010s moving on so before we get into the
4013s character uh stuff
4015s one of the things that has come up quite
4017s a bit from the community and even
4019s internally is how do we pronounce all of
4021s the races so
4023s i was going to get a little steven sound
4024s bite let's start with our human races
4028s so we have the klar and we have the
4030s value all right and then moving on to
4032s our
4033s elven
4034s we have the empyrean and we have the
4036s pyre
4037s right and then our orcs
4040s our orcs are the vek and the renkai
4042s and then our dwarves
4045s are the duneer and the nakua
4048s and then the last and final our
4051s conglomeration of
4053s madness
4054s the tulnar
4057s all right there you guys have it um i've
4059s also sent uh
4060s our wiki folks lex over there um kind of
4063s like the pronunciation for those so
4064s they'll be updating that
4066s um as well so
4068s you know just quick quick get that out
4070s of the way because people have been
4071s asking um in regards to the character
4074s art you saw some of the wrinkles um in
4077s the character creation but we kind of
4079s wanted to show you what this looks like
4080s um it's not in a final form but you know
4083s they're still working on it
4086s very cool yeah i love the wrinkles and
4088s helping to establish age of character is
4090s really cool
4092s and i won't have a turntable for this
4093s because you guys did see the vecmail um
4096s in
4096s in the character creator already but i
4098s wanted to show some still images of them
4100s as well
4101s um
4102s you saw the concept art for them and
4105s this is the first time we've been
4106s showing you guys the 3d models but our
4108s concept art looks almost the same so
4111s one thing you do see here that you
4112s didn't see in the character creator is
4113s hair options right so these are some of
4115s the vec hairs um that are possible as
4118s well and some more of the piercings and
4120s bones and stuff right yeah the
4122s adornments are present as well yeah
4126s and then
4128s the female that you all have been
4129s waiting for
4134s oh yeah there we go
4136s some of the jewelry options
4138s another hair option
4144s yeah and again
4145s the reason why obviously we didn't have
4146s the female characters present in the
4148s demonstration was because we got to hook
4150s up a lot of those technical components
4153s uh that allow for the manipulation um
4155s within the character creator
4157s and i do have a turntable for her
4161s so nice
4163s you can see the
4164s full 3d
4165s y'all thirsty over those booties though
4168s i know
4169s the beck booties
4171s i saw like the chat going nuts i was
4173s laughing so hard oh no they really
4176s wanted to see us do the butt slider i'm
4179s waiting for some creator as they review
4181s the chara the uh the presentation today
4183s to do the whole booty booty booty
4185s everywhere song
4186s oh you know they're going to they've
4188s already done it
4190s um and then
4192s we are going to be showing the male pi
4194s ray
4195s oh so this is the male pirate yeah the
4198s concept art of them
4200s right
4201s but you can see the delineation between
4203s the male and female in the ears and in
4206s the antlers or as some were calling the
4208s branches or what were they called branch
4211s layers branch
4213s um as well but that's the that's the
4215s pirate uh mail
4217s yeah very very cool
4219s um and if you have feedback for us on
4222s the vec or the pirate we have some
4224s threads already up on the forums
4226s definitely pop over there give us some
4227s feedback we love hearing from you guys
4230s obviously along our journey we've been
4231s continually making changes and updates
4233s based on that feedback
4235s so keep it coming
4236s next up we have our
4238s fishy friend
4240s maybe one that you might not want to
4244s engage with this is one of the alpha 2 i
4248s believe this is one of the alpha 2 raid
4249s bosses that are going to be in the ocean
4252s um that'll be interesting when you come
4254s across that what might happen
4257s yes
4258s good luck that's all i'm going to say
4259s good luck good luck good sir we should
4262s have added a scale there because uh
4264s oh yeah it's a big boy like a little
4266s fishy
4267s like next to his cheeks the number of
4269s ships needed for that one's going to be
4270s a lot all right
4273s um and then we have our whispering
4276s watcher whispering watcher
4280s um
4281s oh yeah i love this creature or this
4283s mount yeah it's a mount
4285s yep very cool
4288s very sphinxy feeling
4291s it was definitely inspiration
4293s this is one that i got to design so
4296s it was very
4297s very exciting
4298s it was creepy but uh i know a lot of
4300s people were like this could be so creepy
4302s but look at the 3d model it's so good
4304s i would really love if this mount had
4306s like a social action that it could do
4308s where it like yells at somebody near you
4309s or something right
4311s or whisper what i want to see is that
4313s it's like a dungeon where like you're
4315s going through the dungeon and you just
4316s hear whispering throughout the dungeon
4318s and then you find that this is the
4320s creature that's been whispering to you
4321s the entire time
4322s you have to battle it
4324s that's what i'd like to see
4326s all right and with that we will head on
4328s over to
4330s the questions that you guys asked over
4331s on the forums
4333s um obviously our artists are amazing we
4336s show off their all the time but uh
4339s shout out to all of them they are
4341s phenomenal amazing yeah it's crazy we
4345s love our team yes all of them
4347s um so our first question is from uh
4350s azalea isaiah over on the forums and
4352s they wanted to know about world pvp have
4355s you considered a high-stakes loot drop
4357s pvp zone slash area in vera
4362s um
4363s i
4363s we have not and the reason for that is
4366s our current pvp systems already allow
4368s for material and
4371s material risk essentially
4374s that's either through the flagging
4376s system or through other event-based pvp
4378s opt-in systems as well um so yeah oh it
4381s was as ezreal
4383s and the next one similar name
4385s as array wants to know about nodes will
4389s infrastructural issues requiring
4391s reactive tasks be part of node gameplay
4395s outside of monster coin siege weather
4398s and natural disaster events what was the
4401s first part of that well
4403s infrastructural issues requiring
4406s reactive tasks be part of node gameplay
4409s absolutely um there are f there are
4412s three
4413s primary systems that deal with
4416s um building damage and or building
4418s destruction within nodes um those are
4421s npc driven events that are a response to
4423s you know some type of either story arc
4425s predicate or
4427s atrophy
4428s issues that happen with the node there
4430s are node sieges and there are node
4433s wars
4434s all of those
4436s the event system could be a hazard like
4438s a tornado or hurricane and that could
4440s deal damage to buildings which require
4442s then the players in order to reactivate
4445s those services from a particular
4446s building to repair the building
4449s there is the ability for buildings to
4451s take damage during wars or during sieges
4453s when those abilities take damage they
4455s could potentially be destroyed at which
4457s point a
4458s rubble appears on that plot within the
4461s node and the government has to clear
4463s that plot before they can either
4465s reconstruct
4466s a new building or the previous building
4468s that was there buildings also live
4470s within a prerequisite system
4473s so in order to build uh uh down the tech
4475s tree essentially of what these buildings
4477s provide as the node grows larger to
4479s access more
4481s um to access stronger building types you
4485s may get a kink in that chain
4487s if it's destroyed and you'll have to
4488s stand that back up in order to support
4490s the service again so there's a lot of
4492s reactive type of systems
4495s that can interface with nodes and the
4497s development of those nodes and players
4499s and governments will have to respond to
4501s that in order to keep their services
4502s running
4504s right
4505s and this one is from its fame
4507s and it is regards to rare items with
4510s unique and rare legendary items limited
4513s to one per server what will happen to an
4516s item of such rarity when the player
4518s character in possession leaves the world
4520s or server
4522s that item will then be available again
4524s for uh acquisition um through whatever
4527s means it was acquired previously
4529s and then captivated would like to know
4531s about lore how do you plan to establish
4533s big characters and story arcs in an
4535s ever-changing and node-driven world
4538s that's a hard one but yeah
4540s that's a that's a that's a very long
4542s answer required um
4544s so our story arc system which is being
4546s championed by our lore and narrative
4548s teams um scott wynn jeremy ime
4553s these are built in such a way
4556s that and i don't want to get into too
4557s much detail but they're built in such a
4559s way where these marquee characters or
4561s these these story plots have multiple
4565s um and i don't want to use the word
4566s nodes because nodes has a specific
4568s connotation to cities but within the
4571s context of these story arcs there are
4573s specific points that they can pivot to
4575s tell a different story that different
4577s story can be based on predicates that
4579s are in the world from a player decision
4582s standpoint from a cultural
4584s representation standpoint from
4586s situational to which node gets developed
4589s there's a lot of different components
4591s that interact with the way the dialogue
4594s and narratives play out on a particular
4597s server
4598s and what that means is and i've said
4599s this from the beginning
4601s many sandbox mmorpgs
4603s they
4604s they do not create as much curated
4607s content as theme park
4608s mmorpgs and their excuse for doing that
4611s is because they incorporate player
4612s driven mechanics but that's a bit of a
4615s cop-out and it's the opposite approach
4617s that we've taken with ashes of creation
4618s and the reason for that is if you give
4620s the player a door and there's nothing
4622s behind that door then opening the door
4624s is meaningless so what we have to do is
4626s we have to create a very functional
4627s story arc system that provides content
4630s in many different ways but is behind a
4633s door of world progress or world
4636s development that is then executed by the
4638s player population um and that's how we
4640s construct uh our narrative systems
4642s essentially with a short answer
4645s yeah um there's a lot that's going to
4648s interact with our narrative stuff so
4650s stay tuned
4650s we may showcase some of those things
4653s absolutely throughout the upcoming
4654s months so
4656s um our next question is from george
4657s black and they want to know about armor
4660s since heavy armor will be strong against
4661s physical damage and cloth armor strong
4664s against magic damage what would make
4666s players want to wear leather armor
4669s i think i think your armor is really
4672s based on your threat assessment like
4674s what encounter are you going with is
4676s there a blend of incoming physical and
4678s magical damage based on the types of
4680s opponents uh other players creatures
4683s that you're facing that's going to be
4684s completely situational so
4687s that's how our armor systems essentially
4689s are you're not going to get one set of
4691s armor that's going to be situationally
4693s relevant for every encounter you might
4694s face that's crazy um
4697s and as a result of that you're going to
4699s have to
4700s uh succeed in acquiring sets that are
4703s situationally relevant uh for the types
4706s of encounters you are intending to face
4708s leather gives you a blend between both
4709s worlds it also will have different types
4711s of set benefits that aren't purely
4713s related to damage mitigation right
4716s so that could be outgoing skill damage
4718s it could be
4719s critical chances it could be some water
4721s some other waterfall stats that are
4722s associated with it um our armors don't
4725s just boil down to uh damage type
4727s mitigation
4728s all right
4729s and uh our next question is from doug
4732s bug27 and we're going back to a little
4735s bit of lore i'm not sure if you're gonna
4737s be able to answer this one but uh will
4739s the racial capital cities such as ren
4741s for oryx ayla for human and amera for
4744s elves be player cities potential nodes
4747s or has the cataclysmic cataclysmic event
4750s done something else to them entirely
4752s so we have to remember that part of the
4755s the story and this has been expressed in
4756s the past is that you are returning to a
4759s world that has essentially been
4760s destroyed and left untouched for many
4763s millennia and as a result those old
4766s capital cities are essentially the ruins
4768s of which you're returning to and the new
4771s cities that you are developing the node
4773s structures that exist these are brand
4774s new cities right they might be couched
4777s within ruins of old you know empires so
4780s to speak um but they will not be
4782s representative of the old capital cities
4784s there you go
4785s and then akatosh and zillan had the same
4788s question in regards to instances will
4790s the instance content still have scripted
4793s and difficult boss fights that drop gear
4795s and loot
4797s yeah um you know obviously that's our
4799s incentive wheel right that's why you do
4801s content for the most part is as it
4803s relates to your progression as a
4805s character both in your vertical power
4807s and horizontal capabilities um and in
4809s that sense even though we're mitigating
4811s the amount of instances that are really
4813s relevant within the world to a 80 20
4815s split is our objective um 80 open world
4819s content 20 instance content really
4821s instance content is meant to provide
4825s um
4826s rails for an experience right the
4828s designers want the experience either to
4831s be like you know
4833s single player or or just a party and
4836s they want to control like that
4837s environment and that encounter they use
4839s an instant if it's especially if it's
4841s important to a story line whether it be
4843s class-based storyline culture-based
4845s storyline you know node-based whatever
4847s affiliation related to the character is
4849s a path they want to take down the
4851s instance category there's not going to
4853s be too much of that but they will
4854s incorporate of course our traditional
4855s reward structure yeah i'm just going to
4858s note that we're straying away from that
4859s as much as possible but in some cases it
4862s is a tool that is useful for us now to
4864s be to be fair that doesn't mean that the
4866s reward structure of incentives will be
4868s you know bis they won't be best in slot
4870s type items you will not accomplish that
4872s from in from instanced based content um
4875s those will be found within the open
4877s world it'll be a competitive area for
4879s you to to achieve those things because
4882s other forces will want to achieve them
4883s as well and because it's open world
4885s there will be a limited number of those
4887s who can successfully complete on whether
4889s it be some timer for a world boss or
4891s some condition or other world state
4893s predicate um those are things that
4895s people are going to have to contend with
4896s each other for and that's where that
4898s risk versus reward comes and you know if
4900s you want the cool reward you gotta take
4902s the risks absolutely and speaking about
4905s gear uh song rune actually has a
4906s question saying will accessories such as
4909s necklaces and rings be vertical power
4912s changes or horizontal power changes
4915s both and it depends on how you engage
4917s with them um but there will be options
4919s for both yes
4920s and then
4921s uh
4923s tom tomb not sure how you want your name
4925s to be pronounced uh is asking about
4928s mounts
4929s will
4930s some aquatic mounts have any utility
4933s skills that can be used in fishing
4936s yes absolutely that will be a
4940s excuse fishing is a big part
4942s of the game i personally love fishing um
4945s i think we're gonna have a really cool
4947s um system for fishing and um
4951s mounts will have skills that relate to
4952s fishing in some way shape or form at
4954s least at least the water mounts right
4956s whether that be getting out to a
4957s particular area
4959s whether it be like some type of fish
4961s finding or
4962s uh um you know chumming the area um
4966s there could even be benefits while you
4969s know fishing in the water while mounted
4970s right like you're on the back of your
4972s turtle out there just sitting in the
4973s water casting your rod uh or your line
4976s and uh to fish um there can be some
4980s benefits conferred upon upon you based
4982s on the mount yeah right
4984s and
4985s i'm probably not going to say this
4987s person's full name because it has a like
4989s a little bit of a swear word in there so
4990s we're going to call you joker um
4993s oh now i mentioned cody should have
4994s caught that
4998s they want to know about raid pvp and
4999s they're asking how will raid loot be
5002s dispersed when pvp battles are involved
5005s during the raid fight
5006s uh there is going to be there is already
5009s a complex system in place when it comes
5011s to
5014s raid loot settings that each raid can
5016s have uh if we're talking about two
5018s competing raids um we have a blended
5021s approach of damage done and a tag
5025s benefit so um you know
5028s if you tag the boss first or you tag the
5030s loot you know whatever the loot target
5032s is first you're gonna get a benefit in
5034s the damage overall determination so if
5038s you need to have 51 percent of damage
5040s done in order to qualify your raid or
5042s the plurality of damage done if there's
5044s even three or four raids um
5046s then tagging first might give you a five
5049s or ten percent edge we'll play with that
5050s number uh balance it based on testing
5053s but generally that's our approach in
5055s competing loot rights and there's been
5057s some quite i've actually seen a lot of
5059s discussion regarding this topic um
5062s people do have concerns in regards to
5064s you know i go into an area and i just
5066s tag all the monsters
5067s and now i have some percentage of that i
5070s know yeah okay
5071s yeah i know if you tag all the monsters
5073s you're really only going to be able to
5074s focus you damage a certain subsect of
5076s them right um and and players will be
5079s able to over damage essentially the
5080s other monsters that you're tagging so
5081s that's that's what that's why we have a
5083s blended approach so people can't do the
5084s tag all and now i own them all okay
5088s and i'm sure there will be follow-up
5089s questions in regards to that but if your
5091s question didn't get answered here our
5093s amazing community team um roshan and
5096s vakner bachner does a lot of work on
5098s this um he basically goes through every
5100s question to make sure that if you asked
5103s a question that we've already answered
5104s he gives you the answer to that question
5107s and then also lets you know if your
5108s question didn't get selected so that you
5110s can you know make sure to ask it again
5112s for the next month's
5113s questions and possibly get picked as one
5116s of the random questions so thank you
5118s again to everybody for submitting them
5121s and like i said check it out over the
5122s forums if you didn't get your answer
5124s here and i think that will wrap us up
5127s for our march development update awesome
5131s how are you feeling that was i'm feeling
5133s good that was i i i'm glad that you guys
5135s uh enjoyed watching the the character
5137s creator um you know there's like i said
5140s a lot of work ahead of us for alpha two
5142s uh we're hard at work uh on that march
5145s um
5146s but um stay tuned for our future updates
5148s because we're gonna have a lot of fun
5149s stuff to share yes a lot this is there's
5152s so much more to come we are very excited
5156s uh so thank you all for joining us we
5157s will see you next month for another
5159s development update and in the interim
5161s please follow us on all of the social
5162s channels we constantly keep you all
5164s updated
5165s uh you know every day almost there's
5167s some social uh post up there peter does
5170s an amazing job interacting over there so
5172s hop on uh give us your infos we might
5175s have some other exclusive stuff to
5176s socials so
5178s since this was a very long stream as is
5179s there's some pieces that didn't quite
5181s make it in here so stay tuned over there
5183s and of course if you want to join our
5186s dev discussion we just had a new one go
5188s up so pop on over to our our forums and
5190s leave your feedback over there in
5192s regards to
5193s um
5194s indicators for like conning and enemies
5196s and things of that sort and then of
5198s course our april cosmetic swap overs on
5200s april 6th so get those sets if that's
5202s something you're interested in before
5204s the swap over and the video for this
5206s we'll have two videos one is going to be
5208s the 4k video of the character creator
5211s segment that will be going up probably
5213s later today and then we'll have the full
5215s video of the whole live stream go up um
5217s probably on friday so stay tuned for
5220s both of those and then of course leave
5222s us a comment over on our youtube channel
5223s if you're watching this right now um
5226s because you may get selected as the
5227s lucky winner as long as you're a
5229s subscriber and you leave us a comment
5231s and then beyond that uh follow us on all
5233s the social we'll see you
5235s next month
5236s bye everyone have an awesome weekend
5241s [Music]
5252s [Music]
5268s you