Ashes of Creation's ALPHA 2 EXPERIENCE! What was it like??



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Karl Casey @ White Bat Audio

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What is Ashes of Creation?

Ashes of Creation is a unique take on the MMO experience. Our world structure is dynamic and built to react to the actions of our players. Cities will rise and fall, their populations based on the history of the world as the players create it. Quests will unlock as these populations gather, their needs grow, and secrets are unlocked. As the world’s NPC structure is established in real time, players will have the ability to destroy what they’ve created, paving the way for new development, new populations, and real change. Political strife and intrigue will play a very real role in the structure of your world. Gone are the days of static worlds, change is here to stay.

Risk Vs Reward
All across Verra, you have the opportunity to experience massive warfare, participate in epic trade caravans, and gather valuable components to craft exquisite items. Not only will your fellow players be your adversaries; the creatures of the land and the very environment itself will pose a constant and fresh challenge. Will you siege castles to become royalty, defeat other guilds to showcase your prowess, shape the marketplace by being a successful trader, or earn renown by developing your artisan crafting skills? This is your story, you tell us!

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8 thoughts on “Ashes of Creation's ALPHA 2 EXPERIENCE! What was it like??”

  1. If they decide on a direction and spend more time working on character, gear, mounts, icons and skills art style it will become a more recognizable game from quickly looking at it and less generic; WoW is recognizable because of most of those things.

    I personally hope that the game has an "Ashes art style" instead of a "cool game generic art style".

    Reply
  2. I think auto-flagging when attacked opens the green player that does not want to defend itself up to whole lot of accidental ways to get flagged. For example, you are in a PvE fight and someone attacks you and you are currently casting an AoE ability and the attacking player is caught in it. You could of course exclude AoE from that, but that makes the system more complex and potentially creates more corner cases. Also, now the system has to track who attacked who first, which is currently not relevant if all need to flag. More complex system are generally more error prone.
    I can see your point, that it may be annoying to have to hit a key combo fist before responding to an attack, but I do believe that the benefit of removing that come with a whole lot of potential problems by making the system more complex. I agree this should be tested, but in the end the simpler system is usually the better.

    Reply
  3. i saw lucky ghost's video before your stream, and i really really disliked it. He just saw this Alpha as a game that was supposed to behave like a finished product. Pretty embarrassing coverege. In the end, i thought his whole video was just ragebait.

    Reply

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