Ashes of Creation GATHERING Showcase



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Intrepid Studios has put out their October livestream and during that livestream they talked at length about the Gathering System. Now I am pleasantly surprised and I’m shocked that I’m surprised. Intrepid has pivoted away from only certain things in the environment being able to be harvested. Now everything can be harvested. Normally I think this mechanic belongs in survival games, but with everything Intrepid disclosed about their direction, I think we are going to be ok.

This is something I’d like to hear more discussion on, and so would Intrepid. Is this the right decision?

If you want to see the entire Ashes of Creation Gathering Showcase, you can head over to: https://youtu.be/WyXMxhUK_p8

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30 thoughts on “Ashes of Creation GATHERING Showcase”

  1. I believe that, at least in terms of gathering, New World helped move the genre forward. I'm glad that Ashes took this new route and almost everything you see is gatherable. The physics from falling trees still need some work, maybe just turn it down a notch and make it simpler if it's too difficult to make it look natural. I am also very satisfied with the fact that gathering is a one click/keytap process and that the resources go directly into your inventory: "action" gathering quickly becomes annoying and the same goes for having to loot items from the ground.

    Can't wait to get more information on resource tiers, grades, tools, processing and crafting in general. I have some big concerns regarding these, but gathering seems to be going in a good direction.

    Reply
  2. I feel thst since it is only applying to basic gatherables, it is fine. After a siege it may take too long to repair if only gatherers are the only class that can loot the necessary resources.

    For anything past the basic resources needed to sustain the world, it needs to be more specialized and left to the masters.

    Reply
  3. Great video. When they first announced that everything was harvestable I got ptsd of new world and how it destroyed the economy. How ever after seeing everything else I believe it can work. Will have to see how it plays out in A2. I don’t believe everyone should be a professional at everything. Makes it a cool dynamic to look for certain people to make things and gets more community involvement instead of being able to do everything yourself.

    Reply
  4. Rip Forests…
    Disappointing a bit, as I feel it will affect a lot the landscape and ambiance.
    Most gamers human nature is to just value fortune and power over everything else, as such they will easily just wipe an entire forest if they need to.
    At least, they should make cutting down trees a lot slower. Like a single tree giving a lot more wood, but you have to chop it in pieces after you take it to the ground.

    Reply
  5. I don't think locking people out of crafting if they gather is the right call. That being said I can see pros and cons to not allowing a Jack of all trades approach. If it is limited, perhaps having players choose between specialized trees the work together. Like a blacksmith also is good at harvesting minerals and ores.

    Reply
  6. Definitely agree people should have to specialize in a field and profession. It was annoying in New World when everyone could master everything which pretty much meant you didn't have to interact with anyone since you could craft all your gear and stuff yourself and since you could make top gear it really made dungeon raiding absolutely worthless. Devils advocate to my own statement when people started leaving it helped cushion the loss since everyone was able to be maxed and also didn't alienate anyone by having to make people go into professions they didn't want due to the whole first come first serve that happens in other mmorpgs.

    Reply
  7. If Masters are blocked out of everything except basic gathering, I'm fine with it. It makes finding someone else with a different skill set more valuable as well as any caravans transporting their goods.

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  8. Def in the right direction. Great video, and of course testing will tell all, but I have faith in Steven and the team. Come on Alpha2!!!!! It can't come soon enough. I also can tell this is developing into a massive and awesome living and breathing world and I can't wait to get lost in it.
    I LOVED hearing the devs beg Steven to let them in so they can play…hehe.

    Reply
  9. gathering materials and waiting for them to regrow back over time rather than just spawning in after 5 mins is better cuz i think that would vastly increase the value and a greater emphasis on managing your resources with buildings and crafting and also a higher value for crafter items aswell

    Reply
  10. seasonal materials i think is also great in my opinion cuz just makes things more scarce like the blue flower in winter and mybe u need it for a specific potion bringing its value up if it grown only in winter or even grows in small quantities so that players dont have full bags of thousands of potions making them think carefuly wether to use it or not – just makes things more real

    Reply
  11. This is a HUGE risk to take when trying to build a dynamic, player driven economy. So much will depend on how the interdependent systems synergise. A direction i believe that ashes should take if they choose to make everything gatherable is a professional specialisation skill tree rather than separate professions or streams that a player can level in different ways to traditional systems. A tree with gathering, processing, husbandry and manufacturing at its core, maybe even one that is built around a similar structure as the class system would make for incredible customisation along this path. A player can chose to skill in any combination of these specialisations with those that maintain a strict approach being the only ones able to reach the pinnacle of the particular specialisation. Alchemical, Geological, Silvology, Terrestrial fauna, Aquatic Fauna, Culinary etc as streams then whatever dispensation of points into gathering, processing, husbandry or manufacturing a player desires. If these trees had a finite number of points that a player could invest in them it would make for some very interesting choices for both players and guilds. A system like this would limit the number of gatherers and offer pathways that make guild perk choices around combat and non-combat professions far more impactful and offer a myriad of guild niches and impetus for Militaristic and non-militaristic guilds to cooperate.

    Reply
  12. Everyone one's worried about PvP and Steven turned the tables that you now have to worry about a hoard of Carebears messing up your ecosystem. Just destroy everything and if you get killed and lose the loot the damage is already done.

    Reply
  13. all gathereable reminds me about wakfu or dofus. Pretty good.

    Im 100% in only 1 profession can be upgraded. With a massive world and massive community, it makes a lot of sense if ppl can only learn and specialice in 1 profession so we will always need depends in social interactions to get the things done

    Reply
  14. Honestly the whole reveal was amazing. I’m a little concerned about the ecosystem concept, 1. Because I’m pretty sure that’s technically scope creep, but more so 2. It will take some serious balancing to get right. Make it too easy to disrupt the ecosystem and you could find ecological terrorism plaguing certain cities.

    Reply
  15. I actually REALLY like the fact that you can't tell what is inside a mining node. It sounds amazing. Even though it can be frustrating no to and at some points, not knowing what is inside every rock gives the potential for a huge rush when you get something super rare and I am all for that. I also like the fact that they have a whole system built just for those who don't want to deal with not knowing, it just takes more time as the downside.

    New World 100% got their gathering system right. It felt amazing, sounded amazing, and looked amazing. I can still hear the pinging of the pick echoing down a mine shaft, one of the only reasons I miss New World. The crafting system that was attached to their gathering was absolutely horrendous. The linear way you needed the previous tier of material was not for, for me at least.

    A fully gatherable world is ideal if they can get the rates right so I am all for the direction they went.

    Reply
  16. On the Jack of All Trades point. This is what I personally would like to see, or at least a version of it.

    Mining lvl 10 Smithing max lvl 5-7
    Herbalism lvl 7 Alchemy max lvl 5
    Fishing lvl 7 ??? max lvl 5
    Hunting lvl 7 Tanning max lvl 5
    Lumberjacking lvl 7 Milling max lvl 5

    Give or take on the levels but you should get the idea. I think you should only be able to fully master 1 Gathering skill. That being the 1 skill that you 100% want to be able to be the best at.
    That way, you HAVE to interact with the opposite side of the crafting system. You should also only be allowed 1 overall max skill, be it on the gathering side, or the refining side.

    Reply
  17. One addition i think would be cool on the regrowth aspect of resources is that you can harvest them earlier than fully grown, but you either get less of it or a differently utilized resource.

    Example: You need aged Yew logs as one part of building a Yew Longbow, but you also need logs from a young Yew tree as part of the same Yew Longbow. This gives an incentive to not immediately harvest resources in their earliest stages as you will eventually need it's last stage of growth. It also gives more variety to the world as now instead of fully chopping down an entire forest as a guild, you selectively leave a good amount of adult trees so the respawns are staggered.

    Reply
  18. Now if you go and harvest/gather materials in a rivaling nodes zoi yes you may offset their spawn rates but you will also give them an experience boost to their node with all that gathering going on. If the rivaling node is at max level it's just an attack on their gatherer's. Then again you may be able to prep for a siege by taking away some materials needed for the defense of the node…

    Reply
  19. Job specialization will be key to this system working. Specialization, just like in real life, means that working together is required to create a whole crowd of high-performing highly-skilled players that altogether function like a massively-powerful entity.

    The systems of today allow everybody to be everything and that's horrible for a game's health overall. No inter-dependency means no interactions either economic or military, which unless you're a moron, is obviously going to lead to stagnation.

    Some people mentioned they'd rather see combat than gathering, but as someone looking to command and no-life this thing to the grave, I saw this in a lot of ways that they didn't.

    Already, I can imagine having a whole core of various gatherers that we weaponize in the form of sending them into enemy territory to screw up their resources through purposeful over-farming/gathering/etc. The enemies then have to decide to leave us be which means over time we snowball an advantage of significant size, or they then decide to kill the gatherers whom I will tell to let them be killed so our enemies all gain corruption levels. Once corrupt, we move our hidden military forces from their stealth positions to encircle and kill all the corrupt enemies; gaining the materials back for our slain gatherer core as well as some of their equipment. The idea of economy and military being able to work together in joint operations is something no mmo offers. This is revolutionary.

    Reply
  20. The feedback thread for this had a very interesting video linked about ultima online's attempt to create a dynamic ecology system exactly as this sounds. What they found is that players basically destroyed the system by culling and gobbling up everything in sight! They ended up getting rid of it as no amount of tweaking seemed to get the balance right to work in a real life scenario.

    For that reason I am very wary of this system as there is a balance between an interesting system and a cumbersome system that just restricts without the enjoyment of that risk reward element.

    Reply

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