A Look at the Most Ambitious Endgame Ever! | Ashes of Creation



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25 thoughts on “A Look at the Most Ambitious Endgame Ever! | Ashes of Creation”

  1. My assumption is that for rn, iron/oak/cotton/etcetc should probably be in most places to support crafting while leveling and and to act as supplemental mats for end game crafting. End game i'm thinking theyll add regional specific specialty mats which will be a much larger part of trade.

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  2. An important part for sandbox gameplay to happen is that the nodes also need to be unique in their setup. Currently all nodes are setup the same way. I am not talking about the visuals here. The buildings are also set up similarly. But for the game to really cool all nodes should be different in design. There is so much potential here to design some cool themes.
    This will help massivly with the identity of each node which is important imo. If all the nodes are just similar with just different prices of stuff they simply become a entry in a spreadsheet and loyalty is less string. But if ever node is unique in its design then some players really like a specific node and they want to see it in its biggest level.

    I can already envision that nodes with ports will fund their own navy to protect their incoming shipments. Each node funding multiple ships which combine together into a navy alliance.

    Some Ideas I wrote last year:

    – An Island Node. The whole node is surrounded by water.
    – A Mountain node. A node that can be seen far and wide presiding on top of a hill or mountain.
    – A Gate Node at a Cliff side with a wide open field in front of it. This node literally has a gate in it that bars enemies from not having to take loong route around the mountain range
    – A canyon node. Similar to the Gate Node it lies within a valley surrounded by mountains or is tugged tight into a canyon.
    – A Dynamic Node. Depending on the main occupying race it completely changes its design and the surrounding area. Elves may live within tree houses and the node is surrounded by forst. Humans may have large fields around it. Dwarfs may actually build underground here with the landscape above not even indicating a city underneath except for the occasional small guard post building made of stone that is also an entrance.
    – A Floating Island Node. This Node is literally on a floating island with bridges going across to it which increase in size according to the node level. Extra Idea for it. It sits on top of a active volcano.
    – An underground upside down Node. A node which entrances literally twist around and the city being upside down on a cave ceiling (and the gravity obviously working upwards not downwards.)
    – A ship node. A scientific coastal metropolis can create this node if none exist in the world. It requires gigantic amount of resources (We're talking an Event of the Size of the Gates of Anqirai in WoW) likely taking months to do. This node would be a platform of the size of a metropolis that would be able to sail the seas of verra. Slowly. Very slowly. It would be visible at all times on the map and effectively be the biggest caravan and siege weapon (for coastal nodes) of the whole game. Destroying the node would require a rebuilt of the whole node. Any scientific coastal metropolis can start to build such a node but finishing it needs a component that only exist once per server and cannot be destroyed. This item is so valuable and so rare that factions will literally go to war with each other to gain it. One of the few items with the description "Server Unique".
    – A spire node. A vertical node. A Tower that grows larger and larger with each stage. It has a wide food and the mayors office on top. In its metropolis stage it is the highest point in verra. Depending on race it can also be a tree or a biiig rock with holes in it.
    – An underwater node under a dome of magic. The current design already considers underground nodes. Whether or not its water or rock surrounding doesn't really matter that much, or?
    – A ruin Node. The node starts out with a metropolis of ruins. The progress rebuilds the node. If its destroyed it goes back to its original stage. Ashes to Ashes. Nothing is permanent in this wicked world, not even our troubles.

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  3. This is far from the most ambitious. This is a remixed Archeage. Now Quinfall is ambitious. It's AI generated and human monitored. Very buggy and early…but that's a task. Not even the devs know how the game will turn out..Now that's ambitious 😂

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  4. The game it's big but far from be as detailed as the current new world, actually feels very disappointing for almost 10 years development, it's far from what they have shown in the livestreams and honestly the game feels very indie… Being in ''alpha'' it's not an excuse at all, just look the current state and think how long it will take to get released… I would give more or less 2-3 years for what Steven has being saying LMAO and I bought the game in 2018… Honestly the game looks awful, no in-game direction at all, I won't be playing it anymore, and surely when it get's more ''polished'' I will be playing other games that are coming out in 2025 like Archeage Chronicles that looks 100% better and took much less time to be made than Ashes… Even thought some might say the games will have different approaches, but when I bought Ashes Steven wanted to make a better Archeage, and that was my reason to buy it, and guess what? It's coming next year and looks 1000% better than Ashes… Feels like I just wasted my money and time

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  5. I didn't like it at all, playing one hour and uninstalled the game, sometimes feels like the content creators are hyping their own delusion and making other people fall in that trap

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  6. Without the ability to circumnavigate, those ocean journeys from Sujoma to say Peligora might be a slog, depending on boat speed. Yes, this is me adding a comment to help your engagement 😂

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  7. There ZERO chance there plan will come as they envision, they would need to increase current dev size by 20x and it would still take at minimum 10+ years base on what they currently show.

    There used to be game with such caravan system forgot name…..what players did was make ALTs fir caravan and loot there own stuff for rewards.

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  8. Great video, on an aside, I would say the node vassalage system will also be a second though not independent endgame gameplay loop. I think nodes having to vassalize to expand will probably surprise people with how much it effects them, atleast through the first year or so until server control stabilizes amongst the strongest.

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  9. the thing i love about this is that the scarcity of mats is not only aimed on ores, flowers, blocks that you can farm or process, but as well the dynamic dungeons and bosses. If I am understanding this correctly the more we are leveling the nodes the new pois rise, which will be different depending on the area, which i think will mean sujoma can have a frost dragon which drops frost fangs, but this frost dragon will be only available on 2 or 3 biomes, again creating scarcity for the other biomes which will not be able to farm that item since they do not have the content for it. And creates so many cool copiums for me 😀 I really hope they work on it nonstop to get everything sorted out and for a lot of people to start playing when it goes to phase 3 or comes out in few years.

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