Read more about Ashes of Creation ➜ https://ashesofcreation.mgn.tv
Follow the Stream: https://www.twitch.tv/Narciverse
Support the channel on Patreon: https://www.patreon.com/CopiumInhaler
The discord is cool too (i guess?): https://discord.gg/muwNp8NhbB
Problems? I see no problems with this unreleased alpha game!
Sorry lads, i am super swamped with videos and prep with the upcoming alpha 2 date so i was a little light on the intended editting for this one, hopfully you still somewhat followed my autistic ramblings!
Anyway, we’ve got some fun stuff planned on stream over the weekend so come check it out: https://www.twitch.tv/Narciverse
Business Inquiries: [email protected]
#ashesofcreation #mmorpg #copium
Ashes of Creation is an Immersive huge open world Sandpark MMORPG that is redefining the gaming landscape. Created for fans of PVP, PVE, and Roleplay, this ever-changing world promises the ultimate MMO experience. This game, which began development in 2016 and upgraded to Unreal Engine 5 in 2021, is now on the cusp of revolutionizing the MMORPG genre. Intrepid Studios are working towards delivering these highly requested features to an old school playerbase waiting for that MMORPG to bring them back to the golden age of the early 2000s:9 different playable races with both male and female options.A massive 1200 square kilometer world size at launch with 85 Nodes.A fully open world game with no loading screens, offering complete freedom to explore.A rich array of features including Dungeons, Raids, World Bosses, Open World PVP, Caravan PVP, castle sieges, node sieges, arenas, duels, guild wars, and more.A vibrant player-driven economy, crafting and artisan system, political system, citizenship, player run shops, taverns with parlor games, and a unique character customization system.Ashes of Creation offers an experience like no other, combining the best elements of both sandbox and theme park MMOs. This is a game built by an MMO fan for MMO fans, fully funded and committed to a zero pay-to-win model.
source
Sorry lads, i am super swamped with videos and prep with the upcoming alpha 2 date so i was a little light on the intended editting for this one, hopfully you still somewhat followed my autistic ramblings!
Anyway, we've got some fun stuff planned on stream over the weekend so come check it out: https://www.twitch.tv/Narciverse
visually the game looks really mediocre.
good ideas I hope they listen
Understanding that grandmaster will only 2 per char not all
The only problem i see is if its top hard or punishing that it could be a turn off for some people. It would be smarter (imo) if the amount of resources used at the end is decided by the minigame or if there is the option to redo this layer even at a cost. Imagine getting an artifact recepie drop that you can only use once and underperform when crafting (especially if its something thats not in your control interfering).
Clickbait and negative criticism of MY GAME… Oh how the mighty have fallen… why don't you first try playing it before trying to change everything?
Oh true, you're not PI, such a hobo youtuber…
The unhinged madness is finally appearing in YouTube now 😅
I dislike the concept of wearing both "profession-skill" gear and adventuring gear at the same time. Overall It will make it that much harder to spot what "type" an opponent is.
"OOH LOOK A PEASANT" (in full plate under the cheap fabric)
No transmog. Gear needs to be seen.
absolutely love the idea of watching the crafting another player is doing!
I liked the eq2 crafting system with the durability and progress gameplay where you would have to balance them both through counter play.
I think a layer of expertise that should affect outcome with skill tree cap to do it and material.
I would have the experience or aka many game-ish should be different per trade skill.
I think each toon /account has one primary trade skill and maybe 2 secondaries (secondaries could help primary or just be another skill but not that good).
Feel like people could make perfect timing undetectable config files for that crafting
Check out Everquest 2 active/manual skill based crafting. Ashes needs something modern like this!!
Maybe it would be fun to be able to do every artisan skill (for fun gameplay), but the more skills you do the more average your skill ceiling level becomes. If you focus on specific skills instead, then you would be able to master them instead of limiting your skill level ceiling.
Queue the hundreds of "I have a disability that makes clicking on certain parts of the screen in a rhythm impossible, so if you include this feature you are basically a racist" complaints. Never change, gAmErS.
This is dumb, people will have AI bots to always have the best outcome in no time.
It's been done before. Everquest 2 had a "craft by proxy" function where one player held the materials and a crafter stood by the workbench. It might have been called commissioned crafting, I can't remember exactly. The player with the materials could also include coins for payment. Once both sides accepted the proposed exchange, crafting began, and both players could view the crafting progress.
The reward you get from hitting Grand Master should be the full skill-tree..
Ashes of creation should thank you on their bare knees for the content you create for this game, happy to see you are able to life of this, seeing the patreons and subs. You rock.
not a fan of your gathering equipment wishes. I hated that actually in bdo, i wanted to grind and gather on some days, but gathering always felt like a complete waste of time because my gather gear was just way behind my grinding gear. Just let me grind for both i still cant do both activities at the same time anyway. I just dont want to be a pvp pleb just because i like to gather flowers lol
What if Artisan Gear were also craft able like combat gear? Wouldn't that provide the variation if needed?
Your crafting idea: SAO Abridged Parody: Episode 07 @ 11:29, you can thank me later.
As always i fully agree with what you say.
I have a bad feeling that Intrepid is going to fuck up the player experience with skill trees and raids and dungeons.
Skill trees need to have choices like Lineage 2 where you can go one way or the other. Crafting also needs to be hard with many choices to again diversify the game and make solid communities of choices given the options available.
I have high hopes for this game someday. The reality is they have a limited window to release this game before they will have to "overhaul" the game in Real Engine 6 or whatever next gen game engine becomes the standard. Or they will simply release a game that is too far behind the competition (refer to the Starfield failure). They will unfortunately have to cut some of the ambitious game design/systems at some point to make the game fun, functional, & real. Combat is my major concern. That has to be very responsive & polished for this game to take a spot at the top of MMORPGs in my book. I also hate overwhelming ability effects & mandatory screen addons everywhere in group content (Refer to current WoW unfun UI) Goodluck AoC. My fingers are crossed to play it before I die.
I would not like that idea (mini game, with lag, etc)… :/ … it will be tidious and fustrating, but seeing other player crafting is a great idea
Why are you making content on a game that doesnt exist?
What is your problem?
There are games that exist …why not those??
Do you have a problem like be a masochist…
Oh yeap…of course you are drunk on copium…
I would like to see a bonus to the result of a profession if it was crafted using Synergy. A super legendary or a legendary plus result if two or more crafters create the same item from the same resources at the same time.
Behave
I think Intrepid missed the key thing that made swg crafting so good –the purity percentage system added to raw materials. It was what made crafters stand out as no two items would ever be the same despite having the same named raw material. I'm sorry but no real crafter wants just a single step up in crafting complexity from wow, which is what AoC currently looks like. Changing a legendary crafting item for a rare shouldn't just change a few stats difference. That's boring
It sucks to have loved an MMo and not love it anymore .. to roost on our chubby asses waiting for that which may never come. Fuck it ..going back to WoW. Forgive me
As far as "mini games" goes I think that is accurate. The SYSTEM of crafting interacts with other systems and impacts the overall game, while the specific mechanics of the mini game does not. Combat rotations in tab target MMORPGs are "mini games" as well. The damage that results interacts with most things, but the little mini game of pressing which button when could be anything. Just like with most crafting pushing a single button could just do damage (think auto attacks in Runescape), or alternatively the combat could be more involved. That is a mini game, and it makes doing damage to a target dummy far more interesting. So sure, do that for professions and either call it a mini game or whatever you want; more interesting than pushing a single button.
I feel like a good player should be able to achieve a ‘perfect craft’ using some cheaper/easier to obtain items plus their skill, but a less skilled player should be able to achieve the same results, but by having to obtain a rarer item.
Rewards skill without denying all players the capability of getting the ‘best’ version of the crafted item.
On the subject of the crafting gameplay layer:
I like what you've proposed, though I'd make a couple tweaks.
Let's say you're crafting a steel sword. If you do the basic quick craft, you will end up with a baseline common sword. However, if you choose to do the manual craft, you will socket in a material for the effect that you want. For example, you're crafting a steel sword and you want it to do fire damage. So you do a manual craft and socket in, say, a faceted ruby. That material was created by a stonemason, and depending on that player's level it will have a range of how much fire damage it would add to your finished weapon. Let's go with 20-200. Now, depending on how you do on the craft, you will land somewhere on that scale, with each rarity tier having a range. So you could do shit on the craft and get a sword with +24 fire damage, and that sword would be an uncommon. Or, if you do really well you could get +170 fire damage and that sword would be legendary. Then, if you have reached grandmaster in that profession, you unlock the ability to get +175 to +200, which would be a mastercrafted tier.
This system would make crafting a skill based mechanic, and allow a higher level of mastery, so that one grandmaster weaponsmith might be a little better than another, because they are better at that particular gameplay layer. It would also mean that you would never be wasting your valuable resources just go get nothing in return, cause at the very least you'll get an item thats a little better than baseline.
Any thoughts?
i personally love the idea of having "minigames" or different lifeskills for crafting. if anyone played puzzle pirates back in the day. the prestige of being god tier of you trade and this making your work sought after was so fun and a point of pride for players. also letting people delve into their favorites. this also forces player interaction.
What? Blasphemy! Ashes has no problems and does everything perfect!!
noice vid !
I love the Idea of having to do a crafting check to make the item better that would make practicing doing it better worth it and could make the in game economy more balanced.
Maybe you should give this scam some more of your money I am sure that will solve it.
minigames are rad
Another idea is, Every single craft is manual the first time you do it, then you could "batch" craft them after for the lowest tier. Or keep doing manual craft and hope you get an high quality or something.
You are keeping ashes alive on YouTube
i hope Ashes devs watch these videos, not all Narc's ideas i agree with, but this one is a gem.