Ashes of Creation: Energy Systems, Crafting Growth and Player Dependency



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34 thoughts on “Ashes of Creation: Energy Systems, Crafting Growth and Player Dependency”

  1. In regards to the energy, haven't they said that resources will be limited in an area? Like, a zone can run out of Iron. Does that not achieve the same as limiting through energy? It would respawn over time when the area gets abandoned according to Steven. Guess we will have to wait and see how long that 'respawn' really is.

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  2. If there isn't a good transmog and dye system in the game… not gonna lie, I probably will walk away disappointed before I even touch the game.

    I don't spent 100s or 1000s of hours in an rpg to just end up looking like a mismatched clown just so I can have BiS. Screw that. We're beyond that in games now. We've seen systems that give the player complete agency over the look of your character.

    If we roll backwards on these things I refuse to give them money.

    I spend hours in designing my character, and I'd spend many more finding and earning visual pieces to put together the coolest looking set for him. I'd spend even more hours finding the right color combinations for said armor and weapons.

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  3. Another interesting and informative video, nice job…

    Transmogs… I too would like the creations to be in the realm of the crafters, be it armor/weapon crafter or the enchanting crafter. It would be nice to see a melee character wearing a robe or tunic while still having full protections.

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  4. I'm sure there will be some sort of xmog system right? They release a new cosmetic armor bundle every month, which I don't particularly like since at the moment its FOMO and really high prices for the armor sets. I feel like having store bought armor will already ruin the feel of having armor be something you look at like how vanilla wow was, you saw someone with a full tier set and you knew they were a raider and blah blah… but having cosmetics on the store (and not JUST cosmetics, but really really cool looking ones) will make every other armor piece feel a whole lot less valuable since you can just buy a cool set on the store.

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  5. I don't wanna track down another player every time I wanna transmog my set. I do it every couple hours. Im all for player interaction/dependence, but this in particular would be incredibly annoying

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  6. It'd be cool if craftsman developed "styles", based on their race, the node they work in, and the items they make. Elven crafter in an elven/religious node? Then you end up making your mithril armor with gold accents the resells for +5% but has -3% durability. Elven crafter in a drawf/scientific node? Then your mithril armor has a complicated weave that creates a texture in the armor, weighs 8% more and offers 1% more defensive stats (maybe these could all be mostly-hidden stats as well); something like that. Ultimately the goal is to make it so that competitive players don't all have the exact same look or that everyone isn't wearing the same 6 cosmetics.

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  7. I'd like to see different death animations between different tiers of players.

    The top-tier players might be more connected to the Essence than regular players. So their death, ashes, and effects should be epic.

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  8. I am conflicted in the energy system for professions. The way I would like to see professions is that you need to make 100s of an item to earn a high proficiency with crafting that item. If I was limited to 60 or 100 items per day, that's just extremely slow leveling times. I would like to chop 1000 logs so that I can craft 500 bows, or other items in a similar fashion.

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  9. I literally just stay to watch the end of all your videos! LMFAO! You should just make a longer compilation of all those idiotic comments, those are super entertaining! Love your videos, keep it up 😉

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  10. I personally don't think an energy system is necessary. In Project Gorgon there are a LOT of skills and if you wanted to do everything yourself you theoretically could but you'll find that it's much easier to just trade with other players to get what you want for certain stuff as there are skills that rely on products from other skills.

    There's also time gated stuff for sure like waiting for your alcohol to brew and there are certain things that are always in limited supply because there's just such demand and also limited ways to get the stuff such as limited spawns.

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  11. The only point of an energy system for collection and crafting is to put a hard cap limit on the amount of items a player community can create, it's an extremely arbitrary system and feels very out of place in an mmorpg, now making the resources of the world more limited in their scope achieves the same goal but it doesn't feel awful and it allows for more competitive nature to collection instead of a simple "Everyone can get anything" approach. No energy system for crafting feels far more in line with how Ashes wants to create their game

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  12. Energy Systems are pretty tricky and can give players a bad feeling of limitation depending on what systems or mechanics are locked behind an energy cost, and for it to properly work all systems must be designed with that energy system in mind before hand and can be usually an additional balancing nightmare.

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  13. I think transmog is a good thing, as long as the sets are farmable in-game. Took me ages to get the last part of the judgment set, but then I donned it for 4 years, loving the look and the amount of time I spent getting it. F*** cash shops sets.

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  14. There's no need for an energy system because it's going to be handled by the node system. Resources will be locked by nodes, and once an area is farmed, there is some sort of other gathering that needs to happen elsewhere for them to respawn, so they can't be power farmed so to speak.

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  15. I wish games with transmogs would just have a panel option like a toggle where you can hide/unhide transmogs for your account. Not being able to judge player's power and actual items based on straight up looking at him totally ruins the mmo experience for me…. plus it makes no sense from an rpg perspective to let's say get some dragonborn shit helm and magically make it into a chef's hat….Why just not have all sides happy? Please do allow transmogs, but also allow players who want to see the original appearance of items to do so

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  16. The reason energy in BDO and labor in Archeage exist are to create an artificial limitations on gameplay that the developers can then charge us real money to bypass. I grant there are secondary benefits, but they're minor in magnitude comparison.

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  17. I think in order to do transmog, you should be able to wear the original armor + you have to forge the existing physical armor into a new set, inheriting its appearance.
    (so you cannot make unlimited copy of a transmog, as it consumes your original armor)

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  18. I've been playing Albion online in preparation for ashes because it has a lot of what I'm looking forward to in ashes. Like the risk vs reward of the pvp loot drop and large scale pvp. Although nothing has the potential for immersion like ashes, such as owning a tavern

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