Ashes of Creation Is Changing How We Play MMOs



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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.

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46 thoughts on “Ashes of Creation Is Changing How We Play MMOs”

  1. Me, playing Maplestory in current year, where most warriors use mana. xD

    But, seriously, mana is just a resource, and resources are only bothersome to deal with as long as you can't replenish them.

    So I'd imagine artisans would come into play here.

    Whether that would entail chefs boosting mana bars, alchemists providing mana replenishment via potions, or armor crafters making equipment that provide mana regen, etc.

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  2. Do you mean doing professions that don’t matter to the end game. Quest across the world that have no real value other than maybe xp if dungeons don’t become the standard to lvl. How about open world PvP that 90% of the player base will choose to turn off just so they aren’t bothered while trying to complete other activities. How about auction house like system where 3rd party sites sell currency which makes the economy inaccessible to the majority of the players that do not buy currency. Bot farms, GDKP’s, and gatekeeping to either gear or achievements that remove major elements from the game and just make it a number crunching simulation with a video game coat of paint. Are these the things that this MMO will do differently. I doubt it simply because the MMO players will not play a game that they can’t exploit or have 20 plus addons to over come using more than 2 brain cells.

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  3. Oh yes, it's surely changing how we play MMOs: thanks to AoC, we don't play them at all! Instead, we're just waiting for them and occasionally watching gameplays released by the developers – that's the new way.

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  4. You keep reiterating how bad it feels as a mele class / fighter to run out of mana but never talk about how it feels to be a caster who runs out of mana. Like, isn’t the experience for a caster objectively even worse? Sure you get kited as a mele and that feels bad but the ability to continue to auto attack is better than a caster who can do literally nothing right? I don’t understand why mele deserve special treatment or get to claim it “feels bad” when they run out of mana while it’s fine and normal for casters. Seems like a double standard take to me.

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  5. The entire video is about an unproven conjecture that the primary role of a bard is beeing a mana battery. However bard has not been revealed yet. In case of the fighter they actually have mana regenerating abilities, and there is also the itemization options to lessen any mana problems.

    Eg, there could be physical weapons that restore mana on hit, you have consumables, you have buffs, and ofcourse mana itemization, next to the abilities.

    Even if Bard's primary role is "Healing mana" what happens to classes if they take bard as a secondary archtype, will there augments cause you to regain mana or in case of example the warcry give a limited amount back to entire party/raid?

    There are 4 major unknowns for this theorycrafting
    1) What is the role of the bard?
    2) What benefits does a bard secondary archtype give?
    3) How can gear and consumables mitigate mana problems in a relevant manner?
    4) If you have multiple different primary resources how do you guarantee that each class can use a certain weapons or armor, how can you prevent redundancies in item stat bonus that suddenly have to give an equivallent of multiple primary resources?

    Lastly i want to emphasis that Universal resources (Life, Mana, Stamina) are key ingredients in balancing all classes.

    In many MMO's (eg World of Warcraft) that use different primary resources, Balance is extremely difficult. In the WoW example Rogues and Ferals can dump their energy for huge bursts, and the regen of it can also be used to outlast most of the casters, They are extremely potent on extreme short and long fights. Rage and Focus are similar, although they need a bit of time to build up.

    This means that in short fights (every groups focus) they will eventually outscale everything, and in the same manner outscale everyone in extremely long fights.

    However with mana your living on "borrowed time" How well are you able to convert your mana into damage, control, healing. If i use gap closers that cost 3x more mana then a distance creator then i'll either have to have 3x as much mana, or 3x as much burst then the one i'm closing in on. And thats a good thing. If i build a character for longlevity then i don't expect it to be the highest burst or dps, but i do expect it to be able to survive long enough that my lower burst or dps has a fair chance of winning.

    Allowing a class to have a different resource also imposes another problem Itemization. What if eg: i build a cleric to use a greatsword. I focus on melee attacks, i take fighter as my secondary archtype to convert my abilities to physical damage and be able to make great use of said greatsword. But then all of my "bis" greatsword has this nasty +10 Rage after each strike, wich is completly useless.

    If everyone uses the same primary resources, that greatsword would have +10 mana after each strike, suddenly makeing it good for all classes that focus on physical damage

    In short, untill we know the complete package of the classes, archtype options and itemization options, i think its best to keep universal primary resources (Mana and Stamina)

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  6. Why am I listening to some guy with a webcam about complex thing like MMO? But yes mana system is great good. I think Wow classic really did get this closest to perfect when it comes to monogamy and diversity of class resources but I also like D2 mana monogamy way too it gives a ton of value and space for creativity when it comes to itemisation and skills and things.

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  7. I’d like 1-2 minutes cooldown for potions. Having the option to resupply on mana in an instant is very good, but needing to be very tactical about it due to long cooldown keeps bards and clerics relevant

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  8. Mana is fine… I'd assume there will be skills and augments to make mana regen more feasible as a solo/group player. Down time is nothing new if consumables are in the game. I also recall in WoW classic priest pretty much just used wand auto attacks to lvl up…and that was peak MMO gaming. I plan to play a Bard so it's nice to know that my role will be appreciated rather than a meme

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  9. It's cool if they establish mana as a resource that every creature has, from an immersion stand point. It is also cool imo that you can't fight forever if you have enough hp regeneration, I don't like when fights are too hard to end. I also have a weird desire, it would be cool to be that if your mana goes to 0 you get weakened, flat% more damage taken and slowed, so that you are here ready to be executed, as if your mana was effectively your life force

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  10. I still wonder how much impact gear will have in this regard, especially for meele classes. It has been said time and time again that basic weapon attacks are supposed to be used deliberately. So it would make sense to me to see options to have on-hit mana regen as well as gear that improves our ability to regen mana without a battery – turning us from burst machines into sustain machines.

    This would also increase the need for us to have different sets of armor, one for our small groups adventuring along and one when we have supports backing us up allowing us to go all out like Steven does with the help of commands instantly refreshing him.

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  11. I still need to see how this feels before giving my opinion, having mana as resource doesn't look like a problem to me, but if it leads to having to sit every 2-3 fights… that could be a problem.
    How it will play on long fights is a different story, since they will most likely designed to include every role.
    Needs testing, but I'm not against mana being a generic resource management mechanic across all classes.

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  12. I'm so excited for a support class being brought back into the MMO scene. I don't know the solution for solo/small group play. But I really hope they put this emphases on support roles. I feel like it's okay to make them important. Think of it like needing a healer and a tank for group content… a game feels shit when that need is removed (WoW, looking at you with 85% of your content). These are intended to be multiplayer first games, cut the single player bullshit mentality. A support should be just as necessary as a tank or healer.

    Maybe regeneration rates are changed for open world play? I don't know… but I don't think removing the relevance of the support role is the right answer.

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  13. If you are a fighter and you want to have a mana intensive build, then you will need to be a Templar?

    I think that if you make a game where everyone is a hybrid, then if you don't have a common resource across all classes, balancing the "Hybrid tax" factor is a nightmare, and so balancing classes becomes a nightmare.

    As for multi-boxing I really don't see the issue. I cant see how a bot can be superior to a real-life friend.

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  14. They should just go ahead and use Stamina for all physical actions. Give the physical combat archetypes a boost to Stamina pool and allow them to invest into an even bigger pool and improved Stamina regeneration rate. If a melee archetype has a magic using sub-class, they still use mana for the magic, but they have a smaller pool and regeneration rate than a Magic archetype character.

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  15. Honestly. In basically every time i played a game other than a moba, mana felt incredibly annoying and simply a bother more than a gameplay feature. It almost always turns into a "ok, how do i make mana not matter anymore?" .

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  16. IMO I would make Momentum a melee's primary resource for skills. Some skills would generate it and other spend it. Almost like rage in WoW.

    Stay with me.

    If you choose to augment your fighter with a spellcasting class, you should have additional mana requirement for the skill and mana bar appearing below momentum.
    So your Blitz generates momentum now, but you have spend X amount of mana because you augmented it with mage archetype.
    A give and take mechanics.

    Pure melee classes shouldn't have mana requirements at all. Like Battle Master (fighter/fighter) for example.

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  17. Does mana FEEL good. That doesn’t matter. I don’t like magic and I don’t want to use mana a magic resource for my Fantasy character. Maybe for a Paladin for a mage with a spell blade.

    So THEMATICALLY I don’t like it.

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  18. I think the energy idea for melee, etc., is general, and makes sense. I'm okay with mana for mana-type classes, Bard, etc., giving nice mana regen buffs/abilities is great, but none of the classes should be reliant on each other for normal leveling gameplay outside of dungeons/bosses/open-world-group content. I'm all for social interactions, but most people will want to be able to mostly solo level at a minimum, with the occasional needs/optional content that needs to be completed by interacting with people leveling along the way.

    When it comes to fighters, rogues, etc., they don't want to manage mana, or rely on someone/potions/downtime to let them play in a fluid/actiony way, if you enjoy that then you play a caster, different pay offs. If we force an extremely hardcore experience on people: for example, everyone has to have a pocket bard or friend to play with them in order to actually enjoy fluid combat without tons of down time, then the game won't last a month. Also, Steve on Multi-boxing – if players die, lose time spent, and loot, to some P2W mouth breather multi-boxing, this will also kill the game; it's immersion breaking and toxic.

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  19. Easy fix and incentivizes basic attack use. Have a stacking mana regen buff that procs only from basic attacks and boosts mana regen for the fighter, and possibly other melee classes, and the more stacks of the buff, up to a certain max stack size, you can get the better the mana regen. Mana regen with just 1 buff is minor but is noticeably significant with max stack but the buff duration/stack decay is fast so you need to mix in basic attacks with your normal abilities. The Bard can then further augment that buff to enhances it further either by duration of the buff or strength of the buff. Bards wont be absolutely necessary but will definitely be good to have around.

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  20. I would've agreed with mana not being for melee classes before I read Reincarnation of the Strongest Sword God (by Lucky Old Cat). Now, I believe every class should have their class mechanic resource as well as mana. Just my 2c

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  21. I thought when Steven was actually using bloodrage? (the damage to get hp/mana cd) it seemed like you could keep yourself decent. So kinda like an arcane mage in WoW lol. Whenever bloodrage is about to come up you burn, then you sorta conserve until bloodrage is closer to coming up. Depending on mana cost/bloodrage cd depends on how much you need to conserve

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  22. I think mana is a great concept, will strengthen the party focus. Plus the Fighter and Cleric both have mana regen abilities that as we have seen in both of their own videos work very well. So that plus a bard, you'll be fine. And if you oom after a big pull of adds and have to sit to regen mana, sounds better to me than being able to just keep chain pulling. Mana adds Strategy to group comp, plus we will have support pillars in a multitude of ways. I agree we need to test, but we should be excited about this.

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  23. Did you played Lineage 2 before? Specially 2004 / 2006 Versions (Chronicle 4 / Chronicle 6) If you played or if there is have a player who played it, can understand the point of mana and the point of bards.

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  24. As a player who played Dota 2 out of vazzo, im completly fine with mana for all classes, its even better, and i would love to see items and skills that manages mana, for example higher level skills will use lots of mana, so you have to balance it with 1 or 2 good items that either gives you greater pool of mana, or better mana regen per sec…
    AoC is looking better and better every month..

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