Ashes of Creation: The Anti-Meta MMO Part 3



Read more about Ashes of Creation ➜ https://ashesofcreation.mgn.tv

A continuation of my series explaining how Ashes of Creation will be less meta than any MMO that’s come before it.

Part 1: https://youtu.be/EWxuYbfO-0M
Part 2: https://youtu.be/nHLCz6Oqrv0

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26 thoughts on “Ashes of Creation: The Anti-Meta MMO Part 3”

  1. Your "Metafying" example reminded me of Runes of Magic. They had two adventure paths to level your classes, one for each class you picked (kinda like how you can pick two archtypes in Ashes). Then they introduced a third class slot and a new adventure path to level it, but everyone was really high level and had already used up the quest exp from the other two paths, so they made this third path extremely short and worth like 100x the exp. It was absolutely ridiculous and any new player would just go over there as soon as possible and instantly boost to max level, past aaalllll the other conent in the game. It was the worst experience I've had in a game and it's what made me absolutely hate metas. Uniquely enough, it was the devs who introduced this strategy instead of the players for once.

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  2. I have previously followed the meta guides, and each time I felt little attachment to my character. Ashes is going to be my cure. I intend to play for fun and improve my skills through experience instead of bulletpoints. Great video Xillin.

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  3. My fear is that the random aspects will be too generic in some places. So on paper maybe it looks great that we will have these events etc. regarding node progression, but after you have seen same events over and over they wont be necessary better than the static content. Plus they can be predictable and boring. It really depends on the execution of it.
    I hope that they will be adding more true randomness to city design as well. What they are doing now is some predefined city modell what I don't really like. Mayors should be able to select all the plots and then players be able to open shops etc.

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  4. all they have to do…. is make respawn timers to also be extra long…. am I gonna wait for 2 hours to kill that npc from the quest. or go and kill other things instead? I hope some respawn timers are extremely long to again create a different experience. Nodes as you mentioned will also change this out

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  5. AND even once you have determined which places give the best xp, something will change. A Raid boss not killed within a certain time frame (Log Horizon) spills out of the area to affect the type of mobs that used to be in some areas. Other nodes will be destroyed, or level up and the map will be constantly changing. Even the same server won't be able to tell you where to go for xp at what level because after a month it's all changed. It's going to be FANTASTIC.

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  6. There's going to be so much information that's going to be kept secret by guilds tryna keep the advantage. It's going to be insane that you could actually be an information broker in this game.

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  7. So much remains to be seen of most of the systems in Ashes, including the nodes. If they can really pull off what they're aiming for it could bring back some much needed sense of adventure to the genre.

    The way the nodes and events dynamically tie in to one another and change over time will be crucial to this idea actually working. Otherwise GW2 is a good example of how "nodes" can change based on event states and despite them not being the same on each server the players have cataloged and timed them all to a T. They know how to push one event to another or which ones are needed or useful for the best out comes. I could see nodes playing out the same in Ashes. Zone X Node B is in Tier 3 state, so XYZ is in effect, etc. If the devs hand tailor and program it all it will be reverse engineered, and the more hand built it is the faster that will happen. IF they can truly create cascading real dynamic event structures based on a large sensible rule set, it will one create something that wont feel as stale after a few hours or days in the same area, and two it will make it much harder to track and predict just where the ai choses to take the series of events next.

    But as of now, we dont know if they are building that, or something akin to it. Because we haven't seen it. I cant wait for A2 to answer some of these most pressing questions… or at the least see them raised to the forefront so they can be addressed if what they do have is rather stale.

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  8. Well. You have TESO, where you can whatever you please in whichever zone you like and level up to max pretty fast and getting some sweet story content in the process. You have Guild Wars 2, where leveling is only a small part of gaming process. You have SWTOR, where leveling is basically calculated and tied to your character main story plot, so you will never be outleveled.
    This is, it's not the game that is META, it is the shit inside a random player dude, because there is, apart from some niche MMO cybersportish contests, absolutely NO REASON to run around with some stupid meta leveling guide.
    Player themselves decide to make their gaming experience worse.

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  9. so much bs about wow, the true game just beginns at max level. Playing with friends, doing the endgame story quests, collecting transmog, looking for rare mounts and pets. It seems you dont have any idea how some games work

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  10. I totally get it and metafication definately sucks the life blood out of games. But I guess also AoC will get meta-guides. They will be dynamic and you can select the region you are in and what kind of node is around. Then it will give you directions based on those factors. I was never a guide guy and I will keep on finding my own way xD it's simply more fun!

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