Ashes of Creation is Showing their BIGGEST Showcase So Far



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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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24 thoughts on “Ashes of Creation is Showing their BIGGEST Showcase So Far”

  1. I don't see why this is a big deal. You can easily set rules that make large guilds not dominate.

    So you can say that you can only declare war on a node equal in level, or one level higher. At the end of the war (each week?) or on surrender, the losing node drops to one level below the other and becomes an allied node to the conqueror and you cant attack allied nodes, until they make it back to equal level again.

    Right there you prevent any over-destructive node-ganking.

    As far as the out of war node raiding, then once again raiding an allied node, incurs you reputation loss. Raiding a non-allied, much lower level node, will probably be a lot less profitable, and if you spawn back at your home node, makes an unlikely death really bad for you.

    Now I made all that up as I wrote it, but it really isn't difficult to come up with at least 5 other ways to control players from abusing other player, while allowing a dynamic ebb and flow.

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  2. As it stands now, there are no wars between vassals, node wars occur between nodes prior to being vassaled. It could function as an impediment to losers node progress while boosting the winners node toward node progression. Higher tier nodes then vassal the loser below them within the vassalship.

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  3. My understanding was that node wars will simply be the struggle between guilds that establish close by to try and knock adjacent nodes down a level to "make room" for their own node to be able to progress into a bigger one. At least initially, until massive nodes establish and it turns into Metro vs metro warfare where you attack to outlying nodes in order to weaken the inner ones

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  4. Nothing they do will stop the powerhouse PVP players from controlling and killing servers as people realize it's just easier to quit. PVP can't change the world because the rest of us can't beat those guys and people take the path of least resistance. Join the big guild and accept their tax abuse or quit. New world all over again.

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  5. Its not 'no risk for the attackers.' Its no risk, no reward. You don't have to run a caravan, you can run it in your inventory on your mount pretty quick. But if you do use a caravan, there is reward.

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  6. Oh god if these dudes think PvP will help shape the world into anything other than gankbox and become incredibly unwelcoming to new players then they’re clueless. Major guilds will 100% take control. New players will be destroyed. In order to keep up you’ll have to no life this game. Bad idea intrepid bad idea

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