Ashes Of Creation HOT TAKES



Read more about Ashes of Creation ➜ https://ashesofcreation.mgn.tv

MMORPG Ashes Of Creation has been consistently referred to as a ‘PvP MMO’ by many, but is this the true identity of this game? Should PvE content be easier for players to accommodate for the threat of PvP and should the threat of PvP be considered when designing said content?
Comment your thoughts!

0:00 INTRODUCTION
1:17 Not A PvP MMO
4:18 PvE Difficulty Cause Of PvP

Twitch: https://www.twitch.tv/nycegamingtv
Community Discord: https://discord.gg/EsfdACR7J9
Ashes Of Creation Voices Of Verra Discord: https://discord.gg/tNHaDmqgTz
Twitter/X: https://twitter.com/NyceGamingYT

Join this channel to get access to perks:
https://www.youtube.com/channel/UC3b4UE2nLMSHHXjNCBkXJLw/join

Discord Username: NYCE Gaming# 6055 ( no space after # )
Sign up for an Ashes Of Creation account with my referral code: HI5ZG9WTR8FVCMYL
Ashes Of Creation Referral Link: ashesofcreation.com/r/HI5ZG9WTR8FVCMYL
Coedited with @VerraNewsNetwork
Support The Channel by becoming a community member:
https://www.youtube.com/sponsor_channel/UC3b4UE2nLMSHHXjNCBkXJLw
Like & Subscribe for more

source

29 thoughts on “Ashes Of Creation HOT TAKES”

  1. PvE content needs to be just as engaging as PvP in my opinion. Like, equal. I'd prefer if every enemy engagement was just as exhilarating as engaging in combat with another player. One of the things I see in a lot of games is making their enemies weak and easy. That's not fun to me. Enemy AI needs to be "hyper-adaptive," in my opinion, because that's exactly how a human mind works. It hyper adapts to every little change on the screen. And chellenging enemies feel extremely rewarding to take down. Ashes already has plans to make their bosses adaptive to certain situations like the number of opponent's its facing or how fast it's being beaten and stuff. As cool as that is, I still (selfishly) prefer more. The game focuses on risk vs. reward after all. Make all combat risky! Lol. Enemy AI matters a lot.

    Reply
  2. PvE should have levels of difficulty and the game loops should reflect that. The added risk of PvP is a spice to enhance the game play. Furthermore, the risk of PvP should incentivize communication with other players as this is an MMO not a moba and not an FPS.

    Reply
  3. Big true. Realistically speaking, I think MOST pvp will be happening in the ocean. I mean, no corruption plus cargo bays filled with mats? That's where I'll be. There might be a few WB contests, but I don't think AoC is going to be a gank box like some people have convinced themselves.

    Reply
  4. We agree with your take. We aren't worried about the lack of PvE content, we are worried about the lack of difficulty just because PvP exists. I get the idea of it world bosses being less challenging as long as there are challenging bosses/ gameplay that PvE players can focus on as well

    Reply
  5. Letting people pvp on an end-raid big boss would put limits on how difficult that boss can be. You can't make it a boss that's barely killable with perfect mechanics and timing if it can all be ruined by a single random griefer walking in and standing in the wrong spot. As a former prog teamer in SWTOR, I like me some tough af bosses. The real balance, imo, is allowing open world pvp everywhere in said dungeon other than in boss rooms, which could have doors. It's pretty standard anime stuff that is a sound compromise between both sides.

    Reply
  6. Its a weird balance right? I'm not sure if you've ever completed any ultimate or mythic difficulty raids from FFXIV or WoW but they are some of the most difficult content we have in mmos. I can recall hundreds of wipes of a single fight and just trying to imagine that with the threat of pvp is mind boggling. Not to mention you won't be able to pull the boss over and over and prog it for hours due to death penalties. But it also needs to have a fun factor to it. Its not a secret that hard raids have ended guilds so the element of frustration is there. And we all know pvp enters a realm of frustration that most cant handle haha. I want the pve difficulty to be nasty. And if pvp intervenes then so be it. The death penalties are there to define a winner. So eventually the best team will get a shot at the boss.

    But on the other hand. The Tumok fight did not convince me that Ashes will have high difficulty raid bosses. The fight had 3-4 mechanics to worry about and all seemed very manageable. But I'm also aware its early. So I don't judge to harshly.

    Reply
  7. To make a great PvP game you need to focus on PvE, PvE brings the players, Players = content for PvP, so yeah PvP games that neglect the pve side of things often die fairly quick when the world stop being populated by players out farming

    Reply
  8. The issue with dumbed down PvE isn't about the challenge of other people wanting to fight. It's that the advanced raid mechanics I've seen aren't even possible with a malicious player. Just an unaware player could run in and blow up an entire raid, only by their presence. These mechanics takes month to train everyone to be at the right spot at the right time so everyone doesn't get blown up. You can't have those types of mechanics. I don't see the advance mechanics as being an issue of should or shouldn't but an issue of can or can't.

    We are both familiar to ESO, so I would ask you to look at the 2nd boss in vet Rockgrove hardmode and the 1st boss in vet Dreadsail Reef hardmode (two of my favorite fights in ESO). Then ask yourself if something like that is even possible in an openworld setting, especially with a single malicious actor. Heck pretty much every fight in Maw isn't possible open world, especially the 2nd boss. Well except that content is pretty outdated and most the one shots don't one shot you anymore.

    They have confirmed some instanced content. Hopefully they give us a taste of some real PvE difficulty. I think the open world stuff will be pretty generic tank and spank. Basic mechanics that where if you fail you might die individually. So you can easily carry anyone through as long as the supports can keep the fight going or you meet some dps threshold. You won't see mechanics where the whole raids survival is tied to every player's performance in that raid.

    Reply
  9. I am so sick and tired of any gamers, PVEers or PVPers, complaining that AoC is not exactly like ESO, NW, GW, BDO, FF, WoW, etc. Just let them do THEIR thing and if it doesn't work for you, don't buy it. If those systems/difficulties/focus in the other game plays to your style, than play that game. I don't want a copy and paste of one of those previously mentioned games. I want something unique, and to me, that is what AoC seems to be striving for, and that is what gets me excited.

    Reply
  10. Everquest had large public dungeons and bosses on pvp servers and is one of the legendary mmorpgs of all time. It was Simple mechanically but the content was challenging. I think a lot of mmo players are from newer takes on the mmo genre and have difficulty seeing how these systems can work well together.

    Reply
  11. you can call a game however you like, pve pvp pvx pvz etc. but there are two kind of players pvers and pvpers. the food chain npcs-pvers-pvpers must be always balanced, brake the chain population collapse. in my opinion both need to have their own content, no need to mix them all. time will tell, hope devs will find the golden rule

    Reply
  12. Nah, people are forgetting Ashes bosses change based on the worlds going-ons around them, and your partys performance on the boss before it. So a variable regular difficulty Boss/Raid + PvP will be way more difficult than your tightly tuned dance dance revolution content you're used to doing.

    Reply

Leave a Comment