Ashes of Creation is Doing DYNAMIC CONTENT Like You've NEVER Seen Before



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39 thoughts on “Ashes of Creation is Doing DYNAMIC CONTENT Like You've NEVER Seen Before”

  1. I think the quest system should have a Role system.
    If a player joins the quest they can get a specific role and if they finish their role everyone involved gets a bonus.
    Helping a farmer could require 10 players all working at different stations to unlock a golden apple reward.

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  2. Biggest concern for ashes right now is they have no implementation of it at all, I just hope with alpha 2 they will have something meaningful on the table. Also why do alot of "ashes" players dislike new world so much, its like they go outta of their way to talk trash about a game that alot of people enjoy.

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  3. All i care about is performance in the wars with maximum amount of players and overall performance of the game that's all that matters to destroy perfect game if it runs like shit

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  4. I am very optimistic about everything that this game is about, truly! I just hope they dont suffer the same death that we have seen of many of these large projects!

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  5. After playing games for 45 years , Let me give you all some advice.Never get hyped up over promises devs make! Seen too many failures by devs that promise you gold but you end up with a pile of cow dung.

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  6. Amazing video as always brother. Yeah to be honest the best part of ashes is the node system as you can always remain competitive against the other nodes and ensure that your node reaches the top level. It is something really good and it has got me excited. All that's left is for intrepid to give their best.

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  7. Both Rift and GW2 were created with Dynamic event as core of these game, they both had similar idea but had different point of views and, after those two, almost all others MMORPG copied the Dynamic Events with a different name. It looks like the same situation as "Nodes" for New World and Ashes of Creation, same basic idea but different application. I think both Dynamic Efgvents and Nodes will be the "must have" for the next generation of MMORPG.

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  8. For dynamic events, would level scaling mobs involved and a random unique reward for that specific event make them worthwhile?

    Also, it'd be cool if the results of the dynamic event affected the node area. Example: If players killed enough bandits in an area daily, the amount of bandits in the area would be kept at bay and limited to their base. However, if players as a whole continue to skip the bandit content (too easy) or just failed, the bandits would become stronger and move beyond their boundaries, attacking caravans and raiding towns. Eventually, the community–and higher-lvl players who didn't think this was problem for them–would have to deal with this growing threat.

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  9. I'm trying to get my mind around how these dynamic (non-instanced) dungeons are going to work on a busy server. In theory, won't there be potentially dozens of groups entering at the same time/similar times? I'm thinking back 20 years to Everquest, when you had to enter a non-instanced dungeon and call "camp check!" to see what areas were available, and then wait for something to open up. Sounds like this will be kind of a free-for-all "if your group can take it, and if your group can hold it, you can have it" approach to dungeons? How will it work with different entrance points?

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