Ashes of creation is a next generation MMORPG coming soon to kickstarter and it's going
to be one doozy of a game.
To prepare you for it, here's everything you would need to know about the game and
why you should be excited.
Keep in mind that all footage in the background is pre-alpha and is subjected to change.
Also a special shout out to Frederik and Nivhawk on the discord and forum for compiling a giant,
detailed FAQ of everything. Seriously. You guys are awesome.
With that out of the way, let's hop to it.
First things first, let's talk about it's category.
The game leans more towards the living world type of MMO we've been steadily progressing
towards these past couple years such as Guild Wars 2, Archeage, and may it rest in peace
Everquest Next.
Expect consequences-to-your-actions type of events such as stabbing a slime in one area
causing a flood 5 zones away.
Okay, maybe a bit more contextual, but you get the idea.
Everything you do will have a purpose and contribute to the area you're in called
a node.
More on that later.
There will be plenty of PvE content in terms of dungeons, raids, world bosses, etc, as
well as plenty of PvP content such as guild sieges, arena ladders, open world PvP and
illegal fight clubs, I mean… uhh, legal sparring matches….
Yeah….
And plenty of lifestyle based things like gathering, crafting, raising animals, etc.
The interesting thing is that most actions in any of these categories will contribute
to building up the node in your area.
Hold that thought for now.
In terms of character customization, there are 6 races announced so far,
Human, Human, Elf, Elf, Dwarf and Orc, with 2 more
unannounced yet to come.
Your race will affect your stats as well as add unique flares to your skills.
They will not, howeverm lock you to class choices, so feel free to role play your Orcish Flower Picking Cleric
all you like.
Speaking of which, there are 8 classes announced so far, Mage, Summoner, Cleric, Bard, Fighter,
Tank, Ranger and Rogue.
Even more interestingly, you can also pick up a second class and that will augment your
primary class's skills.
The example they gave was that a fighter taking up a mage secondary class will be able to
augment their running charge skill, rush, into a blink tackle type of skill.
Each of these secondary classes will also have a class name associated with it, ie the
fighter/mage hybrid is called a spellsword and a tank/cleric hybrid is a paladin.
So in truth, there are actually 48 classes since yes, you can be a mage/mage purebred
if you want to.
The combat in the game is tab tar- Wait where are you going?
Yeah yeah, I know tab targetting has its stigma, but from what we can see in the footage, the
game is still fast paced with positional AoE skills and movable casting, so much more akin
to Guild Wars 2 than FF14 or WoW.
Much of the game's combat variety comes from augmentations that comes with your secondary
class and your race.
These augmentations change up your primary class's skills and playstyle.
Secondary classes can be swapped around on a character but your primary class is locked
in much like Guild Wars 1.
In addition to combat, many of the skills presented so far seem multi-functioned and
can also be used for exploration.
Such as your magic shield skill allowing you to hover a short while or a fireball that
can also light a brazier.
Every class will have unique ways to deal with unique environmental situations and utility
items are also available to circumvent them in the open world and dungeons.
Speaking of dungeons, in Ashes of Creation, dungeons can have both an instanced and an
open world section to capitalize on the benefits of both.
You may find yourself having to deal with open world PvP at times, so make some high
level friends so you can call em up and start a war.
Dungeons will often yield cool rewards, such as rarer nodes for gathering, and are sometimes
only available when that area's node reaches a certain level.
More on tha-
ENOUGH!
Okay okay, I get it.
Let's talk nodes.
So the best way to describe nodes is to imagine them as seeds for a city.
These seeds are all over the world, with multiple of them per region.
When players do anything in an area, the seed gets nourishment and grows.
With enough nourishment, it grows into an outpost.
Now, you'll start getting npcs cropping up in the area.
As you help these npcs and continually do things in the area, the area levels up, eventually
becoming a city, then a metropolis, unlocking more functions like housing, government, higher
level crafts and indoor plumbing.
That last one is not yet confirmed but I believe we finally have the technology.
This overall creates a dynamic system where cities will grow based on where people are
active like a living world should.
Running in counter to this development are the arrival of stronger creatures, discovery
of new dungeons and awakening of cataclysmic events.
These events give players a reason to band up and as the city grows larger, the people
need better organization to unite against bigger threats.
In addition to PvE threats, there are also the threat of PvP in the form of sieges.
Through a rare item, a guild can declare war on a node.
After a period of setup time, both sides duke it out in a huge scale siege.
Yes, there will be castles, yes, there will be multilayered mechanics such as killing
side camps to increase defender spawn time, yes, there will be siege weapons, buttsliding
unicorn horn launchers unconfirmed.
If the siege succeeds, you knock a node down a notch and everyone goes on their merry way.
If not, then the attackers just pretend it's a youtube prank gone wrong and no harm no
foul.
The defender will get immunity for a time after a siege though, so don't get any bright
ideas.
Overall, between war and cataclysms, you'll find that cities will rise and fall overtime,
so logging in a month since you've last played may result in you waking up in the
middle of the desert fallout style.
Now that the meat of the game is nicely tenderized, let's go over some other features you may
be interested in.
This game has open world PvP with risks of item drops.
If you are getting ganked, at most, you'll losing some crafting materials, durability
on equips and exp.
If you attempt to fight back, you'll lose less, but the enemy won't be flagged red.
If they kill you without you fighting back, then you'll lose more, but the enemy is
now corrupt, meaning that when they die, they have a chance of dropping anything they have
equipped or is holding.
The game also has a caravan system that is required to transport large amounts of materials
between locations.
These caravans have an open PvP system around them so if you will really need to hide your
caravan paths or guard them well.
The game is based on Unreal Engine 4 and looks gorgeous.
The artstyle is best described as western high definition fantasy.
Something much more akin to Skyrim or Dragon Age Inquisition than full realism of Final
Fantasy 14 or Black desert online.
It has it's charm to it and is absolutely stunning in motion.
What adds to it more than anything though, is it's lighting and physics engines, both
looking to be in full swing for use in both combat and exploration.
Prepare to use your items and spells to light up dark caves just so you can see the dangers
lurking within or to watch falling rocks bounce right off your character when you put up a
shield.
In addition to just looking cool, these system are speculated to open up new avenues of combat
such as lights creating shimmer to reveal stealth or traps you need to pay attention
and creating a wall that is fully collidable to block and trap enemies.
Player driven economy is going to be a key component as massive material movement is
discouraged through caravanning and players are allowed to open their own shops in town.
A player's revenue also plays a large part in one of the four types of government.
Based on the type of zone it developed in, cities will also have different types of governance
and electoral systems.
Science, Divine, Economic and Military will each have a different way of picking a mayor
(By vote, by service, by revenue or by combat), so you don't have to worry if you are more
of a Gilgamesh than an Alexander the Great.
If you and your guild aren't looking to win a popularity contest, feel free to hike to
the next town over where they beat each each other's skulls in like real politicians
should.
There are various guild slots for different guild sizes to contribute to the decision
making skills of the government, so you never have to zerg the big guilds to participate.
Okay, now let's talk about probably the most important thing when it comes to MMO's
nowadays: How short are the skirts in the game?
Oh, wait, this isn't an asian MMO, then let's talk about the second most important
thing: The Payment Model.
Ashes of Creation's funding is looking to be from three avenues at the moment.
Kickstarter, Monthly Subscription and a Cosmetic Cash Shop.
The kickstarter will likely fund the completion of the project and, depending on it's success,
what kind of features could possibly be implemented.
A monthly subscription will place the game at the top of the fridge, out of the hands
of most children and bots.
And a dedicated non-P2W cosmetic cash shop to sell you some costumes.
Of course, many games have sung us this sweet siren song before of "baby baby, trust me,
no P2W here, 100% good game", but few has lived up to it.
Only time will tell whether it's true or not, but so far the developers have been very
transparent and I'm inclined to give them a little faith.
That's most of the big, chunky information we got so far, but there's still some tiny
tidbits you may want to know about, so let's do a quick lightning round.
Is there Day/Night cycle?
Yes Does the Day/Night cycle affect spawn?
Yes Are there seasons?
Yes ALPHA?
Wait How detailed is the character creation?
They're aiming for it to be like Black Desert Online, so use that as a guidance..
Are there dyes?
Yes [But limited by achievements, crafting and cash shop]
Are there flying mounts?
Yes, but limited to metropolis mayors and very, very rare drops [dropped versions are
also time limited].
Is there housing?
Yes Can you kill NPCs?
Only during sieges.
Are there big raids?
Yes ALPHA NOW?
Waaaait.
How's Inventory?
Limited by craftable backpacks.
Will there be arenas?
Yes, both 1v1s and team-based, with ranking systems.
Will the game be solo friendly?
Yes Can I explore solo without, for example, a
mage's light spell?
Yes, you can use items.
Can I siege without being a part of a guild?
Yes, sieges are open.
Can I do dungeons solo?
Unconfirmed.
Will there be minigames?
Being looked into.
How will mounts work?
Every race has a unique mount, there will be tamable mounts in the wild as well as quest
and epic mounts.
FOR GOD'S SAKES HOW DO I PLAY THIS GAME?
Okay okay, there are currently Pre-alpha keys being drawn randomly and chosen based on contribution
to the game via art and media.
Backing the kickstarter that's launching in a few weeks will grant you access to the
Alpha of the game.
Okay, that about sums it up for the game information.
As for my opinion, I'm very very hopeful for the game.
It has all the elements necessary to shake up the MMO genre and bring the genre back
from the dead.
The only three possible issues I can see at the moment that can cause it to fail is overpromising,
changing the business model or performance issues.
So far, it seems like it's on track to avoid all three, so only time will tell.
I hope this video has been informative.
If you guys enjoyed it, please hit that like button and subscribe for more Ashes of Creation
and other MMO content.
Thank you so much for watching and I'll see y'all next time.
Ciao!
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