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https://www.youtube.com/channel/UCY3NSZD9iQvFUQSNCtrFY6g
Video Description: Something that was said in one of the many podcasts I’ve participated in over the last few weeks sparked an idea in my head. This video is a discussion of that idea. The idea that guilds, in Intrepid Studios highly anticipated upcoming MMORPG, Ashes of Creation will not be what build nodes. It will be the other way around.
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Afternoon sir
Speaking of Divine Augments… I wonder if you have to follow a certain Relegion for specific augments or if there will be generally similar augments across most of the different religions. And if you change relegion do you use your current augments. I guess time will tell when we get more info on relegion.
What do you think about this video? These guys have some good points but I disagree with lots of them https://youtu.be/2Omrs_-RPro
Sounds like much more complex priorities than has been the case in past games. Maybe guilds will begin to coalesce around a specific craft or activity, namely the focus of a specific node. Seems weird to be in a guild of people that you never interact with because you are in a different node halfway across the world due to individuals having various focuses and specialties.
in launch week reddit will be on fire
I really liked this observation, from my point of view it is very positiveof the interaction with the world and players. I don't have friends to play with me it will be fun
Very true, AOC is really going to shake things. This is a good thing.
"Rand al'Thor is the Dragon Reborn, the champion of the Light in the battle against the Dark One and one of the main protagonists of the series." – from the Wheel of Time Wiki
That reminds me I still haven't read the Brandon Sanderson novels that finished up Robert Jordan's saga.
It's going to change the way we think about our JOURNEY to End Game Build.
Because you aren't just going to move for ONE THING… because by the time you get to End Game Build you'll have had to move a thousand freaking times.
So Meta Gamers are going to have to get access to all the information, and plan accordingly from the start… understanding that they have to be more flexible than they would in any other MMO. Is that ONE Perk worth having to change the Node you live in, invested in, helped to build? Is that ONE PERK worth leaving your Guild? Or, do the benefits of the Node and the Guild outweigh that ONE Perk, and you can substitute something else?
Very few people will be able to have the path available to them for a Chad Build, because of everything you'll have to sacrifice to get it. So S+ Tier Builds will be very rare, and it will likely be Lone Wolves that get them, having worked only on themselves to get everything they want, and then adding the Finishing Touches of the right Guild/Node Combo at the very end… if that Guild/Node combo exists on their Server.
And I think this is WONDERFUL, because these games should always be about decisions, about choices.
What you will find will be Guilds that do a Master/Apprentice or Parent/Child concept. A 300 Man Guild that is the 'Political Arm', having smaller 50 Man Guilds under them that hyper-specialize. You are going to have your "Government Guild" organizing everything and sending their extra manpower where it is needed, while directing the Mining Guild on what Ores are the most vital right now, ensuring the Mage Guild and the Healer Guild are ready to answer the call, the Melee PvE Guild is ready to roll… and of course your PvP Corp ready to wreck havoc as needed.
And while this is already a thing in most MMOs… it's usually just because of PvE/PvP divisions, or just because a Guild hits Max People and MORE people want to join in, so they make 'Sister Guilds'. Here, in Ashes… this kind of Alliance, actually even closer than an Alliance as it will be ONE Guild in the mind of all members (even as the Game Mechanic will have it broken down into 1 300 Man Guild and numerous 50 Man Guilds), will be a NECCESSITY.
The 'real winners' of Ashes are going to be those best able to recruit, best able to devise long term plans, best able to lead, and best able to organize. It's not just going to be down to who is best able to lead raids.
Of course, to get to that level… this game will DEMAND Player Base. I mean, just to have 6 Child Guilds and the Main… that's 600 freaking people.
It's going to be the Guild that can get these Under Guilds in place, and that can through Alliance hold MULTIPLE NODES that will prosper. And if we're lucky, we'll get 2-3 of these on each Server, staking out complete Kingdoms to dominate and hold.
This game is, at the upper level of Guilds, going to be almost Grand Strategy. The only thing I can think of that would compare is EVE.
Mark it… we're going to see Espionage. We're going to see Child Guilds break away and turncoat right before a major battle over a very strategic node. We're going to see Parent Guilds fail because an entire Child Guild got a better offer/treatment from another 300 Man Guild. We're going to have Game of Thrones type moves once people get grounded and REALLY get to work on taking over as a 'Guild'.
What it takes to lead a 50 Man Specialty Guild, and what it takes to run that 300 Man Grand Strategy Guild… will not be the same skill set (nor should it be, each has a different purpose).
For me, the most INTERESTING thing is going to be (especially with Streaming and YouTube being common now, unlike say 20 years ago) seeing these Leaders, the Guild Leaders and their Leadership Group, emerge, grow and learn. Seeing who has the skill to adapt, to stay ahead. And seeing who becomes a Joker, bored and just wanting to watch it all burn. Or who felt jaded and in their mind was betrayed, who exiles themselves and then creates a Counter-Force on the other side of the world to one day return and have their vengence.
Those arching stories… not just of individuals, but of movements and ideas… is what is going to set Ashes apart at the end of the day. We really only have that in the Sci-Fi MMO Genre with EVE… now we'll have it in Fantasy MMO.
I've had that thought for a few months now that nodes will build guilds locally. Which is why I haven't even bothered with guild recruitment. My goal is to get to a religion node further away, or in between major power centers that develop, and build a freehold chapel. I don't want to be a mayor or have great power. I want to have a location that everyone on that server knows as a landmark.
I've been thinking that guilds would be more regionally based, so that their members have some flexibility for the node they choose to be a citizen of. The guild members just need to be close enough that they can group up reasonably quickly, which will depend on how long travel times end up being. This would probably work best if the guild was focused around a metropolis, so that they would likely have stage 4/5 vassal nodes nearby.
The issue you brought up would still occur though, because there will be members who want a specific node type at a stage that isn't available there or just a different geographical area. I also think it's going to be like you said, where these guilds will likely form around the node/node cluster and recruit more players from the area.
When I start playing, you're gonna be my go to channel.
Is this game 5 years away
I see it as difficult for pogs leveling an early node that is away from the starting area. A guild core will push early node development. Then a populous will be more attracted to the ZOI. Guilds we probably be out numbered based on your reasons. Will be a big push to recruit from the node citizenry. Nodes populous will have travel at least regionally to get to auction houses, libraries, populous arenas, etc. So, I think the biggest opportunity cost will be travel time. There should be a big push from node leadership to develop flight paths for quicker travel.
This Dragon rand guy sounds really cool, I would definitely give him the loot he needs.
I love this thought! This is definitely what drew me to the game. I have a hard time finding people to play with in games. I played Classic WoW and joined a guild I saw a recruitment ad for on the forums. We actually had a lot of fun at the beginning, but then drama broke us apart. There were too many different interests and needs that people had. In other games, it was just too hard to meet people who shared like interests.
With the regional nature of the game, and the many different path's of progression, it seems like this will be the perfect environment for social interactions!
There will be no guilds in this game, only alliances. I can't see how they are not going to have basically albion online level alliances in this type of game (1000+ players in alliances)
Got a question for your Q&A. Will it be possible to be primarily a naval group or guild. Traveling the seas and gathering resources across the "world." Not belonging to any one node? Also. I want that turtle mount asap
Nothing is Regional if your a PIRATE!. arrrr!!!…. hoping to see some players who also love sea content.
Guilds need to focus on Castles, not Node development. A guild won't have enough people to level up and control an entire node.
Woooo. That is Hardcore Hardcore Hardcore.
I actually think this system is unique and great for immersion. Imagine having an insanely strong merchant guild that wants to trade with another node, they’ll need to work with military guild and shipbuilders guild to have global influence and safety. So many possibilities 🤩
I've been thinking about what I want to do in this game and discussing it with my friends who might be in my core 8 Man Group. What we have come to realize is that were all pulled in different directions and it's not going to work in this game.
I think you are 100% correct, you will have Regional ties and needs and that is where you will look for a guild(or create one), based on the same needs and desires.