Ashes of Creation: Instance Potential and Actual Dungeon Mechanics



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Today we take a good look at Ashes of Creation’s Potential Instance Locations and some actual poggies boss mechanics!

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18 thoughts on “Ashes of Creation: Instance Potential and Actual Dungeon Mechanics”

  1. Those pirates be mean if you go solo, don't even get me started on the goblin village holeee shite the respawn rate on those things…jeebous…but yeah, the portals have unlimited potential…makes me just want to go explore more and more! Great vid as always!

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  2. They could also add a mechanic to Validas, to where if you take the back entrance and fight her directly,
    she sounds an alarm and it aggros the entire cave pulling Moody and the rest to defend her!
    I also like the idea of having instanced content in the back of open dungeons, so there's always people around to help the littles!

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  3. Thanks for the video! πŸ™‚

    Me thinking: He's going to say sharks in the water. Narc: SHARKS IN THE WATER! πŸ˜€ Check!
    And I agree with you, skipping content is not good and sharks would feet perfectly BUT, I do like rewards for progress. So what if there are some pirates executing prisoners by throwing them into the water, or just feeding the sharks for the fun of it, and that is why the sharks are there? If the players kill these pirates, the sharks are gone and that obstacle is removed. This could for instance benefit the party if they wipe, but now can swim a shorter route to the boss that killed them, or something?

    Just a thought πŸ™‚

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  4. Big fan of open world killable bosses / dungeons and instanced dungeons.

    Would be awesome to see the open world portion remaining grindable and vulnerable with a chance at some quick loot and potential pvp remain. Changing and adjusting based on the Node's growth overall.

    What I'd like to see on top of that is, similar to the portal, instanced dungeons that open up whenever the node grows and gives people an incentive to grow the node. This also allows for them to make some content that could be completely different on each server based on the different Node levels available. The same scientific node is a metropolis on a server and has vast catacombs available to explore for open world content and potentially has 2 or 3 different instanced dungeons unlocked with various difficulties.

    This could contrast to another server with the same scientific node, but only in the village or city state and having half of the available open space in the catacombs to explore and maybe 1 instanced dungeon available.

    I'd love a reason to grow my node (buh dum tss) and have an asset from doing so. The community would have a reason to attempt to stay on top for that server to unlock the very best content for their citizens. This would also give rival Nodes a reason to bring us down. Triggering siege events more often to unlock their available content.

    Gives me a wintergrasp like feeling from wrath. Incentive on pvp and pve fronts is always a good thing.

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