Ashes of Creation MAY NOT Be For You – And Here's Why



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MMORPGs try to cater to a wide audience… however this comes at a price. Difficulty and Challenge are an important part of MMORPGs and without them, you’re left with the sad state that our MMOs are in today… lonely, easy and meaningless…
However what if there was an MMORPG looking to change this learning from the mistakes of our predecessors like Wildstar, Guild Wars 2 but most importantly – World of Warcraft. In today’s video we’ll be discussing this and the future of one of the most anticipated MMORPGs in modern history.

I put alot of work into this video, maybe a little too much as it caused the video to be 7 hours late 😂
well I hope it was worth it and I hope to see you in the Discord: https://discord.gg/muwNp8NhbB

Business Inquiries: [email protected]

#AshesofCreation #MMORPG #COPIUM

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25 thoughts on “Ashes of Creation MAY NOT Be For You – And Here's Why”

  1. Like eveything else , in the early days there where less games , less things to do. And the generation that used to play L2, at the level where they could beat those challenges, is now much older , with a lot more limitations on time and probably different priorities. So yes , I find it normal that the difficulty dropped. And it might not be just difficulty , but also the fact that everyone can now find a meta build and use that.
    I think better in-game tools to communicate are needed , like built-in discord/teamspeak, without the random LFG. But at the same time I like open world events , they feel like the most MMO aspect of the genre.
    It is not an easy topic.
    I think the only way you can bring back real difficulty is if your game is so superior to the competition and so much popular that people will stick around no matter the difficulty.
    But that would be much harder to achieve nowadays. But then you ask , what is there to make the game overwhelmingly superior? Graphics ? AI ? Combat system? Concurrent player count?
    Hard to say.

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  2. imagine calling complex raids of modern wow "easy". yeah, sure, MC was a difficult raid to conquer/s
    it doesn't mean that modern wow don't suck (it does).

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  3. The only thing I want to say is that I HATE when mmos make all content medium/easy for everyone, we want ranked pvp for the pure hardcore players and we want really really really hard dungeon/trials that only the best can conquer!

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  4. Oh yes the good old days of replacing a full set of cool looking tier 2 armor hard won in a difficult dungeon with a pair of Green hoochie pants the very next expansion.
    Meanwhile, Ashes of Creation is telling me we can keep our gear and modify it. And higher level stuff is always going to look better, if we decide we want to replace it.

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  5. But Narc the option to have mythic, heroic, normal and raid finder difficulty settings gives the player choice and freedom to play whatever style they like regardless of their skill and bulge. Sometimes you just dont wanna try and die, when you can get high on copium and one shot things.

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  6. MMO's were about creating *Virtual Worlds*. That was the goal (and why they were never named, RPG's until later) they were about immersing yourself into the world and living a second life essentially. The gaming demographic back then grew up with difficult games, and overall its the same reason why games in general became easier the demographic overall wanted to relax more when playing games. That isn't neccesarily a bad thing as you get busier in life and as the demographic gets older.

    HOWEVER the point that you make about rewards is on point. When you look at the way eastern games of old had items of legend compared to newer games the problem came with guilds keeping that power to themselves (like legendendary gear that takes months to get the materials to craft) the guilds that hoarded those items were the strongest for Generations. They could take 5 year breaks and come back and kill guilds in castle wars with lesser numbers because of the gear they got and its unique, not something you just get from regular high end raiding.

    That demographic exists, its just smaller now. Gaming in general is easier than what it was back in the day but its because there are more types of people now that enjoy it and they don't have the same amount of time they did before.

    This type of game can succeed, but the loop of getting enjoyment from these games cannot take 2-3 hours to get to the content you enjoy*. If you only have that amount of time to play, or even less you should be able to do whatever it is you want to do. If you want to do some pvp, you should move somewhere or be near *conflict points and it shouldn't take time to find some pvp to get into, but it shouldn't take hours to get prepared (getting consumables and other materials needed) same for PvE. Players also though, need to stop thinking that balance comes from a developer balancing the min/max of a game. That honestly is up to player expression. Games of old (and I mean most games) did do balance patches the way this generation does.

    Only reason, is because the outcry for X isn't balanced is strong, in some cases though it does actually break the game but that is because (imo) the classes are always made from a meta perspective. Older MMO's were not balanced, and yet I could still pvp in them no problem with any class arguably its just some were easier than others.

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  7. I think there is a difference between ultra hard challenging content, and content that requires group play. Elden Ring is extremely challenging, but that isn't what I want for an MMO… Instead I want content that requires each party member to do their job, and each party member to have something that is required for the group to succeed. Everyone thinks of vanilla WoW as challenging content, but it wasn't. Maybe Nax… But you could do a 40 man raid with 35 people, if those 35 people were smart and paying attention. When you make content so incredibly challenging that you require expert execution, all your doing is forcing players to min/max and making exclusive content for the very best players on the server.

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  8. I believe a game that offers a true challenge to solo players and in many spots requires grouping will wildly succeed within our faction of players that want that. We will become rabid fanboys so long as our needs are met.
    I want a social game where gathering always matters even low end s***, crafting always matters, even somebody new to the game has a chance to get a leg up, and the big guilds don't get bored enough to think, gee I think I'll go grief the lowbies today.

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  9. I think AoC will have strong adventure vibe full of exploring in open world, nice pve and good siege battles, but I think it won't make pvp as good as wow does with interesting ccs and bursting, 1v1 fights or fights in smaller scape will be so dumb because you will just be pressing buttons fast like in any other mmo that is not world pf warcraft. Leveling in ppen world will be easy and I think dungeons and pve will be easy (unless they increase difficulty). It will have good node progression system that will keep things interesting for about half a year. But that's on adventure side, as I said that will be core experience of this mmo, combat just doesn't look like ot is capable of making good esports competitive fun. Other mmos failed too and that's because they made combat fairly simple without cc/burst in small window.

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  10. WILDSTAR!!!! Such a hard game and yup that totally killed it. So many people thought they were up to the challenge and weren't. Amazing game and I miss the insane difficult raids and options for crazy fast movement. Sadly I don't think I will ever see anything like this again. No way ashes can do what wildstar did.

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  11. Well, I still expect AoC to be good, coz I grow up playing Lineage… And my trust in Steven is high. I will enjoy the game even if its not mega popullar, but I think it will be.

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  12. Going back to what worked for Boomers, works today. These zero attention Zoomers can play these modern day MMOs that are nothing but RNG Casinos with Pay to Win incentives. While supplementing achievable rewards with purchasable in-game cosmetics. Skins. I remember when buying the game was enough money for them, then came the subscription, micro-transactions, to full on purchasing deluxe editions, now early testers. They keep thinking of new ways to squeeze a few more dollars from their loyal customers. Corporate owned games tend to eat their own in order to satisfy their shareholders' need for constant growth dictated by the market.

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  13. Will it be a success? Only time will tell. Will it sell well though? Probably, the hype train carries diehards and suckers alike.
    Take New World, sold ok, ended up a shitfest.
    Archeage? P2W killed that one right out of the gate.
    Far too many players like far too many things in MMOs and pleasing them all (or most) kills the game, too niche and it won't sell, too middle-the-road and it's a boring pile of crap. Balance has killed many a game.
    Having started out in DAoC, PvP was a blast… But, many MMOs killed it, even the one's based around it like BDO and GW2 made PvP a shitty grind. And so, it is dead to me. Not worth my time nor effort any more.
    PvE? Used to be fun… leveling up, unlocking new shit to do, dungeon crawling, but once again it got killed off by WoW and the likes grind of death.
    Lastly, the bane of MMOs…. Asshats! Every game seems to attract more and more these days. I remember the days of players helping, buffing, handouts… ahh, so long ago! Fuck being old!! 😉

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  14. the ultimate wow-killer, that will arise long after wow has become a distant memory, will be put together by a few friends wanting to make a game that entertains them, slowly including people that become interested until nearly everyone on the planet is involved. Or, you know, everybody plays a different MMO, handled by an AI that DM's everything to tailor the experience to the individual.

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  15. Agree on everything except on the reward thing, I think participation rewards are ok, but not like the ones in current MMOs, lets say your group kills a "legendary" boss that requires 16ppl, make it drop 1 "legendary" material to craft a weapon, 4 "epic" weapons, 8 "rare" weapons and some materials. If you go full oldschool route where you need 16ppl for a drop table of 2 items that may or may not be good, you will end with a lot of corrupt guilds that only give loot to the leaders' friends, and that you need to join to anyway because it is the only way to actually play/win the content.

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  16. Hi, I'm all for challenging content, however I don't understand how an encounter can carefully balanced (to be challenging) when at any time another player can just wander up and start PvPing on your healer; thereby destroying any balance that the game designer had originally tested for that encounter. Sure, the griefer will get flagged or whatever but they've killed any chance your group had of success in that encounter. Any ideas?

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