How do You Prevent Stagnant Metas? – Ashes of Creation Server Health – Keeping Players Engaged



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This video is an in depth look at how Metas form in games and what they could mean for #AshesofCreation. We will use information from the #AlphaTest as well as what we have been told by #Intrepid and Steven Shariff. The goal is to bring up as much relevant information as possible in order to understand what a stagnant meta could mean for the game.

As we were told in the last development live stream, Alpha is when the community can have the most influence on the game through feedback so let me know what you think in the comments below!

Two Guys and a Bard:
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9 thoughts on “How do You Prevent Stagnant Metas? – Ashes of Creation Server Health – Keeping Players Engaged”

  1. While I don't mind this discussion in general… This game is in alpha without half of the classes and the cap is lvl15 with 1/3rd of the skill tree.

    However I sort of disagree about server death. One of the coolest things about ashes is the node system and if a server dies, it's sort of like day 1 all over again. Tons of open world for you and friends to conquer for your own. That could very easily be a draw for players on the most populated servers.

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  2. I am worried about the possibility of drift by "faction" much in the same way that WoW servers mostly eventually went way too one-sided for Alliance or Horde. Is it possible that we might end up with the "Dwarf Empire" server, and the "Underdark" server and the "Human Empire" etc as populations drift to the safety of larger numbers? I don't know if that meta will hold, thankfully, since more PvP focus and the ability to ally cross-race should prevent some of that, but in terms of server goals and getting bonuses in your city if you match the species of the predominant city type does feel like there will be some natural self-segregation that could then turn into factional alliances based on who wants what nodes to be increased. I suppose if there's enough option on one server for each major archetype to have its own metropolis node, that will help prevent this a bit, but I still think word of mouth about "x being the server all the Dwarves are going to" is a social media problem that no game system can truly hope to prevent.

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  3. This is a fascinating and bizarre perspective you present.
    Most of the design of Ashes abolishes the concept of "most effective tactic available".
    In Ashes, there will be a plethora of effective tactics for a wide variety of things, so "meta stagnation" should not be a thing.
    But, we'll have to see how well the devs nail the implementation of the design.

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  4. We all know by now that the secondary archetype is changeable, but I think I heard someone say that it's not going to be easy to do?
    I think it should be easy to do at a set location, like your freehold, so that you can change your build up for encounters; like what Bardtic says with the counter system.
    Especially since you might need gear with different stats for each class.

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  5. With so much Horizontal progression, and vertical progression taking 45 days, flip flopping to a Meta will be very difficult.
    It will take years to burn through the content Ashes is going to launch with, and they've already said they'll expand their node system.

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