Ashes of Creation | Freeholds Answers and Concerns



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I have been waiting for the Ashes of Creation Freeholds Blog Post to see what Questions it would answer, and what questions would remain unanswered. Here is my pure speculative breakdown of the remaining questions I have. Keep in mind, the game doesn’t exist…so we don’t know yet. But there are potential issues that I can see and I outline them in detail in this video as per usual.

❗Ashes of Creation Everything Known❗
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10 thoughts on “Ashes of Creation | Freeholds Answers and Concerns”

  1. It’s not easy to run and maintain “mega guilds“. If you are able to coordinate and keep a high functioning, guild together, there should be benefits. Drama, infighting, and complacency often destroy these guilds. They die and make room for newer, more ambitious ones.

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  2. there thing they can do with skill tree for ecample +50 guild size or +50% contribution bonus to paton status for exampel so even smaller guild can contest large guild with patron.

    Also in darkfall the giant zerg guild never lasted more than a couple months either smaller guild get sick of it ally up and zerg them back till they disband and then the alliance of smaller guild break up to there normal size again. Or the large zerg just implodes on themself with ego clashes or something i guess but for some reason they never lasted more than acouple months.

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  3. The # of freeholds will be important, as discussed. I agree that so far mega-guild setups could 'lock-in', I don't see any detriment to a mega-guild and in all MMOs I have never seen any mechanics that somehow make having a mega-guild possibly 'non-optimal', or at least not optimal in some aspects. Your point on 'guild skills' should be thought about by AoC devs, somehow using them to balance out mega/large/medium/small guilds (along with other ideas). Like in Civilization, along the way they started adding in costs to having tons of cities, ever greater burden to making a massive military conquering empire (to help balance out victory conditions, and also make more more varied and interesting gameplay). What I really don't want to happen is all these mega guilds locking in and hardly anything happening as far as PvP over trading/resources/sea combat/node sieging and/or PvE goals&advancement… because it isn't worth it or because it isn't viable unless a mega-guild starts the activity/action. That would absolutely stink but what it would do is end the mega-guilds… as player populations drop. A great recent example of this was Albion Onlines initial end-game design. Beta players knew it and just charged through and claimed 'black areas', and were essentially very hard to impossible to remove. It caused all sorts of problems and populations dropped quickly. Devs did make some smart changes and things did get better (and population came back some, but they still ended up going F2P eventually, very hard to recover from such mistakes especially in a sandbox MMO).

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  4. I am not seeing what's the exact issue here, as mentioned, similar to literally every other open world pvp mmo – massive guilds in Ashes will indeed snowball and dominate their region, but how is that an issue?

    it is not the developers job to bring equality – if a smaller guild can't compete against a large guild, they should recruit more, make alliances, group up

    why would you be concerned about what is a main feature of these Sandboxy games – player agency – the game gives everyone the same playing field, if some players choose to make friends, and become a large organization why would the developer need to fuck up their progression, cap the shit out of their achievements to give opportunity to players that refuse to do the same?

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  5. I think people who are ok with mega guild don't understand what it does to the longevity of a game or community. If each server just has 3 or 5 mega guilds doing everything, and that never changes then it gets stale. There is a reason archage had 500 reset servers in its lifetime, the rich get richer and the poor leave. The only others that stay are those who fall for their own sunk cost fallacy. Which is usually a fair bit I will admit, but eventually they leave or finally become one of the rich, since by that point even the rich get bored and leave.

    People are expecting this to be a massive new evolution/reawakening for MMOS, but I honestly don't see it being much more than another niche game like archage. Or albion.
    If there aren't systems in place to decentralize power, the community will grow stale with everyone consolidating into themselves until all the new blood is gone and they wither away from stagnation.

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