Ashes Of Creation in 2022? – MASSIVE Update!



Read more about Ashes of Creation ➜ https://ashesofcreation.mgn.tv

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2021 Has been the most significant year so far in the development of Ashes Of Creation, From July to August we finally got to see and experience the game first hand with it’s Alpha 1 test that showed off various working features such as nodes leveling up, questing, an early look at the hybrid combat system, castle sieges, world bosses, gathering and open world PVP.

Over the past 2 years public perception of this game has shifted from it being “a pipe dream that will never release” to something that most MMO players are cautiously optimisitic for and on the December 23rd update livestream Intrepid Studios dropped a massive announcement about the future of Ashes that we’ll be discussing in this video.

What do you think about Ashes Of Creation going into 2022 following the Unreal Engine 5 announcement? are you still excited for this MMORPG? what do you think the release date will be? let me know in the comments below!
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—Ashes Of Creation MMORPG Description—

THE GAME
Ashes of Creation takes place within a medieval fantasy setting, blending imagination with cutting-edge graphics. We are putting the word massive back into massively multiplayer with unique and novel mechanics that will bring meaning to player action.

Ashes of Creation will incorporate the best parts of traditional MMORPGs with innovative sandbox concepts.

AN OPEN WORLD
NODES
NodesAshes 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

HOUSING
HousingPlayers will have the ability to survey and develop land anywhere in the world. Be a pioneer deep in the wilderness, build the home of your dreams, and work the land to cultivate resources and supplies. Alternatively, stick with civilization and safety in numbers – purchase a home within the confines of a village and watch your investment grow as that village turns into a city. Homeowners in our game will have the ability to develop their plot of land as they see fit. Focus on farming, animal husbandry, or own your very own smithy. You’ll be able to specialize your land to maximize your profits or your comfort, be sure to choose wisely

Questing in our world combines the best elements of traditional MMO’s as well as the introduction of our unique player driven experiences. Ashes of Creation offers area quests, public quests, and quest chains that change dynamically and in real time based on the player’s experiences and choices. Players will have the ability to directly alter world events and change the landscape through their actions, as an individual and as a community. Server quests will allow political rivals to compete for the fate of the world

—Tags—
Ashes Of Creation, Most Exciting & Promising Upcoming MMORPG, AoC, 2021, MMORPG, MMO, Development, Alpha 1, Progress, Trailer, 2020, Release Date, Alpha, Gameplay, Action Combat, Open World, Unreal Engine 4, TheLazyPeon, Actual Gameplay, Core Systems, Nodes, Node, AOC, Castle Siege, World Boss Gameplay, Mage, Combat Changes, Hybrid, Unreal Engine 5, UE5, Unreal 5
#MMORPG #AshesOfCreation #Unreal5
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Ashes Of Creation in 2022? – MASSIVE Update!
https://youtu.be/Y6oxY4BYMXc

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20 thoughts on “Ashes Of Creation in 2022? – MASSIVE Update!”

  1. Merry Christmas Lazypeon! Glad you enjoyed our UE5 update, my team and our community are excited about what’s to come next year with this massive update. One awesome thing to note about UE5 and our development, is that while UE5 offers some new tools and tech for development, it’s biggest focus is mainly front-facing. Meaning our custom code and our custom network layer on the backend remains intact through this migration. The testing we conducted in alpha one with 350+ people in a single siege with good server performance, is being pushed further and further as we move forward with development. We are excited for what the future holds, and there is still much to be done! But as always, we will keep the glorious MMO community informed with monthly updates on our development. Our goal has been and always shall be, to make our fellow MMO gamers proud ❤️🙏

    Reply
  2. Take your time Steven. I'd rather wait 3-5 years for an Amazing mmo than 2 years for a trashy game (looks at NW… and pretty much other mmo's out there). This game looks amazing and can't wait to play it.

    Reply
  3. You have a misconception, Nanite does not work on characters. Nanite requires meshes that it benefits to be static, which means no animations. For charactersUE uses traditional render pipeline instead.

    What they were probably doing is using moduler characters, which in a technical level treats every part of a character as essentially another "character mesh" which resulted in draw call spike. What they have integrated is merging parts into a single mesh at runtime.

    What they have achieved, from a technical standpoint, considering UE is not that big of a feat to be honest. As I have done the same as single developer on my horde zombie shooter in UE5. On the other hand, it does show that they are actively doing a lot of research, detecting bottlenecks and fixing them which is always a good sign. Normally this could have been extremely difficult to implement but since UE is such a huge and feature rich engine even an operation that seems very complex such as this can be pretty straightforward to implement. Cudas in this case really goes to Epic Games team to be honest.

    But as I have said, Nanite will not have any advantages to massive battles whatsoever since it does not work on characters unless character is made out of static meshes such as a golem for example. True advantage of Nanite lies with eliminating any rendering bottlenecks from world design and allowing them to go all out on world design without needing to care for optimization which actually is a pretty good benefit on its own.

    And lastly, Switch to Unreal Engine 5 was most certainly, definitely a correct decision. It will speed up development, it will make them have to worry less about optimization since a lot of stuff in UE5 is automatically handled and it will make lightning look extremely good and update based on players actions, for example, if a player breaks a wall world lightning will reach to that change. It will also scale better into future, if they want to re-do the assets with higher quality ones they will be able to do so directly without having to add extra optimization to engine like WoW had to with high poly models.

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  4. Comparison (how big this really is):
    Ashes of Creation going with 1300 simulated players running at 30 fps in 1080p.
    World of Warcraft running guild attacks on cities, causing seconds per frame and server crash.

    Reply
  5. As a lifelong MMO fan: I'm hopeful that they can deliver on all they promise. Also as a lifelong MMO fan: it's hard to trust mmo dev's especially when their owner is a MLM guru.

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  6. Great vid Peon. Your professionalism has increased dramatically over the years and I really love these videos where you detail newly released information + your own thoughts.

    Reply
  7. It is great if they can get the game to run performance-wise at that scale for large battles, but I wonder if that test was done with ping from being connected to the internet or was it like 1,300 players on an LAN connection? Part of the struggle in an MMO is the netcode and not just preventing framerate drop from performance. I would love to see a test on this magnitude with randomized latency that would simulate people connected to a datacenter from different parts of the region.

    Reply

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