Ashes of Creation's Dungeon Structure FORCES PvP?!



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Ashes of Creation is an open world MMORPG set in a fantasy environment where you can choose different classes and races to adventure through with your friends. Intrepid Studios is the developer behind the game. Theyโ€™re technically an indie studio, but their creative director Steven Sharif has a clear vision for his video game: Massively Multiplayer Role Playing Game. He wants to put the massive back in MMO. Exploring dungeons, griding for gear, crafting armor/weapons, learning new spells, and competing in large scale PvP battles. High end PvE such as raids will mainly occur in the open world. Bosses will spawn and roam through the land. Are YOU ready to enter the world of Verra?

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36 thoughts on “Ashes of Creation's Dungeon Structure FORCES PvP?!”

  1. they should rethink this idea of massive open world content. There will be massive issues right away with player/large guild zergs. It will turn off ALOT of more casual people. Goodluck figuring that out Intrepid!

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  2. I donโ€™t know how dungeons will be, I think their concept has possibilities that are positive or negative. But your format lately where you ask โ€œWhat if โ€˜insert negative thingโ€™โ€ is a bit, well, negative. It kinda feels like instead of discussing a mechanic fully and objectively, the focus is on all the bad things about video games we love. And sure, the negative takes could turn out to be the case and should be part of a discussion but framing is important, imho.

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  3. The most powerful solution that noone likes against zerging is friendly fire. Everyone hates the idea of friendly fire in a mmorpg. but good luck tryng to manage a 300 people zerging with friendly fire on. If they manage to do that, they deserve to zerg. But this would totally change the face of pve, with a flavour that pve players usually don't like

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  4. It will definitely be a gank fest around the dungeons in the non corruption zones. The strongest guilds will take over the area and kill anyone that comes near. At least thats what I would do. haha

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  5. I think before we know if dungeons are going to be ganked and zerged, we need to see how well Intrepid set up their systems to counter-balance those strategies. People first encountering the dungeons are definitely going to test the waters to see what's worth it vs. what's possible. Depending on how well Intrepid's systems are set up will likely determine the behavior the community settles into.

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  6. when world of warcraft had pvp rules everywhere it was one faction vs another faction with one very important thing, you could not talk to the other faction. I dont want to hear what the people im killing have to say. This could be a problem for this games longevity.

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  7. always a pleasure to watch your videos and listening to the thoughts of the community

    As you are focusing on 1 topic
    I feel it would be nice that you do also a summary or give your thoughts on the issue

    To sum up nicely the topic ๐Ÿ˜‰

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  8. There is no way in 2+ years of playtesting the devs wonโ€™t see these patterns surface. I feel like they are willing to change things if it makes the game better. This is how I feel about most โ€œissuesโ€ with Ashes from people outside the loop. The no NDA Alpha 2 is going to be seen by tens of thousands of people, over time I think we are going to figure out the things that work and the things that donโ€™t. The concern is that will it be fixable.

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  9. They need to have a way to quickly and easily merge parties during a fight. Like if my 10 group is fighting a boss and an 8 group comes by saying they want to help, I as the party leader should be able to invite their party leader and merge the parties in an instant.

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  10. As I understand it, if you bring a zerg to a dungeon, you have a fixed amount of loot to share with the zerg. Even if you successfully rob a bank a gang of twenty people, you still have to split the loot with those same twenty people. That, and the guild system incentivizes small groups of skilled 'underdogs' vs zergs. We'll see how that works out, sure, but I have faith that Ashes will reward skill, tactics, and coordination.

    I just REALLY want to knock guys like Asmongold on their asses, sit on their chest, and make them watch me eat their Lunchables. All while wearing the bling they thought belonged to them.

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  11. Guilds will absolutely hold down lucrative hot spots as they should but open world dungeons need multiple entrances so it's harder to control, not a single narrow way like the citadel.

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  12. It will really depend on the consequences of being a criminal – they have to be pretty severe to prevent the fears mentioned here.

    I have led guilds in games where the consequences were not high enough and we killed the server.
    It did not take long to shut down entire regions of the game and everybody ended up joining us. This whole "the server will gang up on the violent entity" is a comforting thought, but it just will not happen on the scale and duration required to stop server dominion like this without the game mechanics in place to help make that possible.

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  13. I hope there are some guild wasting their time on camping an open world dungeon. Means that they're stifling the progress of their guys outside getting to achieve nothing ๐Ÿ˜…

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  14. I would some dungeons are gonna be key depending on what type of material you get from it not the loot,. Steven said crafters make the best shit so controlling one of the 5 castles is whats going to be key since thats what gets you the highest rank for your profession. Yes some raids and dungeons will drop good loot but def seems like crafting will be a major key to getting some of the best items in the game. We wont really know till we get to test/play the game on how the open world dungeons will be. But yes big guilds will definitely take advantage of this to the fullest.

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  15. It will probably reflect the chaos of society.

    Some will try and solo it, some will work in a group and happily share with others. Some will work in a group and not want to share, some will purely want to kill others whilst they are distracted. Oh and finally there will be those few that just want to watch the world burn (thinking plague in Classic WoW).

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  16. In short, based off my experience in Shadowbane and Darkfall 1/2, it is fine if there are numerous dungeons and PvE spots on a huge map. And yes some guilds will not be the kind to share a spot. Roarrior is obviously correct that new spots, or if there are too few, will be chaos and ruthless (I am mostly worried about performance if too many people are in one same area). That said, I am not worried: they are short and odd moments, and add some spice albeit some frustration too. Clashes around new POI create in-game reasons for wars between alliances and guilds, which is part of the game.

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  17. While I fully understand people not wanting to be steam rolled (the main reason I stopped trying Mortal Online 2 for example, even though I played tons of Darkfall), chaotic and unfair PvP also creates intense moment of excitement, fear, unpredictability. They can be strong emotional moments and make you feel like you had quite an adventure that session. If we remember we are just players, pixelized, and remain coolheaded, it will be lots of fun. BUT I am of course for all the social systems, safe spots, non-PvP safeguards, etc. to not make it a 100% PvP space (I have been there, and it is a bit too much trust me).

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  18. Think about the world population relative to number of dungeons. 10k concurrent online likely means half activly farming at any one time, over 85 nodes that 60 players at a time, and their will be multiple dungeons/farming locations in each node, so your down to 7 full parties looking to farm per node, they will fight and some will get pushed off the content but the idea that 300 people camping a location forever is silly, at worst they could manage this only for the highest tier grand dungeons in the game and their are going to be many of thouse. Given what were told will be in Alpha were likely looking at 1 major dungeon and 5 points of interest per node if all the anounced content is in the Riverlands nodes.

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  19. I know many guilds that will legit spend some time focusing on making those types of guilds pay the price if that becomes prevalent. If your 300 man guild is all in on the dungeon, who is protecting your node or your zone of influence in general? Who is protecting your caravans? How much fun are you having defending a door while large numbers of assassins and ranged nukers plays gorilla tactics with no objective other than to make your life miserable? Some will enjoy th out of it, but that's not the vast majority nor do I see it being sustainable. Good luck to those who try vs those of us who live to cause Kaos ๐Ÿ˜‰

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