IntrepidStudios

IntrepidStudios



15 Jun

Comment

Originally posted by amalgamemnon

I would assume the season length could be adjusted over time based on player feedback as well? For example, maybe the "optimal" length is something like 10 days (hypothetical example).

Or perhaps player actions in-game could influence the seasons to change more slowly or more rapidly. For example, maybe a particular node that has been highly developed is particularly optimized for harvesting autumn resources... perhaps the citizens of that node could take part in some sort of ritual to extend autumn, but it gets more expensive the longer autumn is extended. This could also drive animosity between that node's owner and the owner of a node who was prepping to maximize the coming winter increasing opportunity for conflict.

We always want to take player feedback into account. While we hope to get most of this ironed out during testing phases, there will be things that get adjusted over time.

To your other point, yes, part of the triggers for seasonal change in Ashes of Creation won't be just time. Seasons may change more slowly or rapidly due to player action (or inaction 😎).

Timestamp to this part of the conversation, from the May 2022 Development Update.


14 Jun

Comment

Crops, harvesting, gatherables, and the impact of seasons on these systems and the in-game economy are part of why we're targeting this timeframe for seasons.

We spoke a little bit about the length of seasons, and why we're exploring 1-2 weeks per season during the May Development Update (timestamp to the conversation here). This may change during testing, as we get specific feedback from players, after they get to experience the impact of seasons for themselves.


07 Jun

Comment

The prices to add-on cosmetic items are listed in the article here.

What type cosmetics you have available to purchase as add-ons are based on what level of package you have from a previous pre-order or Kickstarter.


06 Jun

Comment

Each month we have different cosmetics available for pre-order. Players with previous pre-orders can purchase individual cosmetics as "add-ons." What type cosmetics you have available to purchase as add-ons, are based on what package you have from a previous pre-order or Kickstarter.

You can get more information about purchasing add-on pre-order cosmetics here.


03 Jun

Comment

The plan for the Ashes of Creation Character Creator is more than just creating the character you play 😃

You'll be able customize NPCs you hire for your Freehold, and this technology can also work for the Animal Husbandry system. We discussed this during the March 2022 Dev Update (link with timestamp here).


01 Jun

Comment

Originally posted by InDarkLight

Probably for the best. Voice acting costs a fortune unless you want to reuse voices like Skyrim does. Or WoW.

Keep in mind that adding voice acting to a game "the right way" also means translating voice over into the different languages your game supports.

Fully voiced NPC characters are not currently planned for questing in Ashes of Creation.


27 May

Hello glorious community,

We’d like your feedback on the weather system discussed during the May 2022 Development Update Livestream.

https://preview.redd.it/0p1nyyllm2291.png?width=1920&format=png&auto=webp&s=cab1489311633cf09a76a17d318ecc7c0cc6a811

To help guide this conversation, here are a few thought starters:

  • What aspects of weather in-game are important to you?
  • Do you feel anything is missing from the weather system that we’ve shared so far?
  • Are there types of weather in other...
Read more External link →
Comment

Originally posted by leximax

Thanks for the nice words.

Amazing Lex is amazing 🧝‍♂️

Comment

Originally posted by Independent_Lab_9872

AoC does a monthly live stream led by Steven and Margaret. Actually live stream should be today right?

You can find old one's on there YouTube channel. Also a quick shout-out to Narc, he's my favorite YouTuber right now and mostly covers AoC.

Also Steven has done a ton of interviews, I recommend watching/listening to some. Mostly because you can tell how passionate about the game and genre he is. Side note, in case you didn't know he's a huge MMO player and played lots of ArchAge/Lineage back in the day.

We are doing a Development Update Livestream today! It starts in just a few minutes, and you can watch it live over on our Twitch channel.

The ...

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26 May


25 May

Comment

Originally posted by Leonerdo5

I heavily believe in a principle I learned from Riot: RNG is only fun if you can do something about it.

They call this "input randomness," meaning players can be put into different situations based on RNG, and then they can adjust how they approach it. The randomness happens before the player acts on it (or perhaps between actions), so they can respond and still succeed (or mitigate failure) even if they get "bad RNG".

On the other hand, "output randomness" just changes the results of your actions. Sometimes it works, sometimes not, there's nothing you can do about it. Critical strikes in a fast-paced engagement are the typical example. If you crit, you can two-shot your target, and if not, you die instead. You perform the same actions, but you win or lose based on RNG.

So, applying this to MMO combat, we might get something like: Random procs can be good, but only if you (and your opponent) can play around them and have time to react/adjust...

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Input/output randomness is an interesting way to approach this topic, and thanks for adding this to the discussion!

Comment

Originally posted by Apocrisy

I enjoy occasionally if certain select bosses have RNG in their skill rotations, so you have an element of unpredictability. I think "RNG progressed" gathering professions, which would increase in chance of success with proficiency, is an acceptable area for RNG also. RNG is also nice in something like an in game casino.

You mention you "occasionally enjoy" if certain bosses have RNG in their skill rotation.

There's a fine line between having PvE encounters being repetitive/predictable, and having "too much" RNG. Where do you think that line is?


20 May


19 May

Comment

Originally posted by bruh1111222

you should check narc's youtube channel. it's pretty bingeable and there's a lot of info in his videos.

To save someone a Google search, you can find Narc's YouTube channel here.


17 May

Comment

Originally posted by Lordgede

RuneScape 3 does enchanting very well, although in that game it's called Invention. This is how it works:

1) You disassemble ANY materials/armour/gear into components. For example, disassembling logs would give tensile and organic components.

2) To create a perk, or "enchantment", you combine any combination of 5-9 components and put them in a gizmo shell. Every combination has a different perk, or enchantment, outcome.

3) You put these newly perked gizmos into any weapon, armor, or tool you choose, and can remove them (with a price) and transfer them onto other armour, weapons, or tools.

This system had a few effects:

1) It created a much needed item sink and price balance in RS3. The most valuable or needed components came from items that flooded the game over it's 20 years of existence. This created a new demand for these items and a more balanced economy.

2) It opened up more rewa...

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Interesting! 🤔


16 May

Hello glorious community,

Let’s start a discussion on the Enchanting system! If you haven’t heard of it yet, feel free to read more about the mechanics we’ve shared so far here: https://ashesofcreation.wiki/Enchanting

In a nutshell, Enchanting in Ashes of Creation allows for the vertical and horizontal progression of items. Vertical progression is an increase in power like more damage or increased mitigation for example. Horizontal progression is your situational advantage for instance doing force damage instead of holy damage because the monsters you're figh...

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12 May

Comment

We spoke briefly about the current status of Combat in the last dev update livestream, a couple weeks ago. Here's a timestamp to the section of the replay where this conversation starts: https://youtu.be/qYuL-GrMmRM?t=1045

Getting an update on Combat is one of the things our core community asks about most frequently, but we want to be intentional about when we present what we've been working on. We know it needs to be in a solid and presentable state, that can engage both the community that's following our progress monthly, and MMORPG players that might be look...

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09 May

Comment

Currently, we are focusing our efforts on sharing development progression via a monthly basis through our Development Update Livestreams, and monthly recap newsletters, as well as on a daily basis through information over on our social media channels.

We will publish Creative Director's Letters in the future at times where it makes sense to share larger updates with a broader audience, but right now, we are focusing on our month-to-month updates and the hard work towards Alpha Two.

Thank you all for your support! We are excited that you want to...

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04 May

Comment

We posted this article today, with more info on the Event System: https://ashesofcreation.com/news/2022-05-04-types-of-events-on-verra

Edited the OP to add this link as well.

The world of Verra is a dynamic and ever-changing landscape filled with wonder, adventure, and danger. One of the many mechanics that allow us to achieve this adaptability is Events.

Read all about the types of Events and how they impact both players and the world in this new article!

https://ashesofcreation.com/news/2022-05-04-types-of-events-on-verra

https://preview.redd.it/7r10qc4wrhx81.png?width=1920&format=png&auto=webp&s=fbe174...

Read more External link →