Ashes of Creation – What is Intrepid Doing to Inspire Your Confidence?



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On Friday we had a great show, we talked about a lot of topics, but one of those topics was What is Intrepid doing to Inspire your Confidence. We talked about the Bears, the business model, the things Steven says. All good topics.

What is your thing? Leave it in the comments below.

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00:00 – Intro
00:10 – Video Start
00:31 – 5000 Bears
01:15 – Invent Something New
01:51 – Public Statements that we don’t need your money
03:18 – Player Driven Economy & Eve Online
04:55 – Showing Actual Gameplay
07:15 – Monthly Price is Honest
12:10 – How Professional the whole company looks
14:46 – A quick tutorial on employee turn over
22:02 – A discussion on Merchandise

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23 thoughts on “Ashes of Creation – What is Intrepid Doing to Inspire Your Confidence?”

  1. A bit of a stretch to say they don't ask for money to build this game as it is already fully funded. I would almost say there is no such thing as a fully funded game unless you stop feature creep. They had a kickstarter. They are selling monthly cosmetic packages that are "time limited" and are actively promoting the game through paid media, referrals and his interviews with influencers. It is not a bad thing cause that is what a business does, just don't dress it up like some higher morals or something.

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  2. KKona cant wait to skin all them bears brother

    Ok but real talk many scam mmos advertised "doing new things". Not saying AoC is a scam im sure its not its just not one of thr things that gives me confidence. The "dont give money" had me tho.

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  3. Hey you brought up a good point with the art team technically being a cost for Steven since he is technically a customer.

    I thought of a way to save Steven money and generate more retention within the art team. I’m not sure if it’s feasible, but it’s worth a thought.

    Do you think it would be a good idea for the art team to start creating maybe in their off time at home sick poster art for the game like characters or weapons or scenery.

    Setting it up where they sell it for x amount let’s say $100 the company takes like 35% (10% for cost of goods, 10% marketing budget to allocate the resources and 15% to the company to generate a slight profit to offset the cost of hiring the art team) with the remaining 65% going to the artist specifically as commission.
    That way the artists individually could create a side income from their artistic ability and to help them (company and artist) offset the ability to promote from within in case no new spots become available or so they don’t have to technically increase the budget to pay the artists more since it’s already a cost for Steven to have them.

    Idk just spitballing and thinking of ways to generate income from a sector of the company which technically is a money sink.
    While also providing the art team an incentive to create more art with the potential that there directly going to reap the benefits.

    It’s like in a perfect world the JR devs who may have a lil more time the ability to affect their pay and give themselves a slight raise from the amount of art their able to produce and sell. While a sr developer who may not have as much time but gets paid more then a jr the ability to generate a little side income as well

    Just thinking of a way to really raise the floor ( jrs with more time can use it to make additional income) and technically create a soft cap for the ceiling and not a hard cap ( sr’s can make more money and not rely only on their paycheck but have the ability to if they so choose, to create more income or be content with their salary) it might lead to a hire retention rate in specific areas of the company.

    I would love to hear your thoughts on this cuz it sounds plausible?? But I’m not sure if it’s do-able from a logistical point of view but it does sound feasible and could just help everyone involved.

    Can’t wait for your awesome thoughts on it, btw another amazing upload Steampunk Jay

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  4. its enough for me no more p2win in AoC and i will play more than 7-8 years minimum :D,i hope they make good story,raid and dungeon system,and crafting system(something like in GW 2,basicly best mmorpg last 10 years)

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  5. Im still hopeful for the project but I've been following since the beginning and theres been a few points that make me doubt their capability to make the mmo we all want sadly. Partially why I never funded it.

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  6. The problem with arguing that publicly traded studios number one concern is share holders is misleading. In order to make a profit the game has to do well otherwise the studio goes bankrupt ask Zenimax.

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  7. Good examples of keeping low level materials/ingredients/gatherables relevant would be crafting arrows and brewing potions.
    You could also include low-level materials in the recipes for high-level gear.

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  8. Correct me if I’m wrong the number of npcs and the number of real players are totally different and you can’t compare them. I believe I saw a video in YouTube of someone put around tens of thousands npcs in his game engine while moving and have collusion without any problems. The idea of 5000 bears on screen that’s mean 500 vs 500 is possible doesn’t give me confidence they can pull this off.

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