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This month, we shared an update on the Fighter Archetype in Ashes of Creation, studio updates, new art, and more! π For Timestamps click βShow Moreβ
Chapters
0:00 Intro
2:57 Reminders
12:27 Fighter Preview
2:10:26 Studio Update
2:19:23 Art Update
2:24:11 Outro, Q&A β Didnβt hear your question in our Q&A? Check to see if it was answered over on our forums: https://forums.ashesofcreation.com/discussion/comment/447018/#Comment_447018
πReminder that Ashes of Creation is an open and transparent development project. As such, you will see work-in-progress art, systems, and mechanics. Leave us your thoughts on our progress in the video comments!
π¬ If you have any feedback on what was shown, please share it with us over on our Forums!
β For Fighter Archetype Feedback
https://forums.ashesofcreation.com/discussion/59201/feedback-request-alpha-two-fighter-archetype-preview-shown-in-march-livestream/p1
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Glorious Ashes of Creation community – We hope you enjoyed the Fighter Archetype Preview, and getting a glimpse of our Weapon Skill Tress! Everyone at Intrepid Studios has been hard at work taking your feedback to heart, and making the iteration passes needed to move our Ashes of Creation gameplay forward. Please, let us know your thoughts – what did you enjoy in this showcase, and what could we improve? As always, thank you for your continued patience, support, and trust as our team works to deliver the next great MMORPG! πͺβ€
It's awesome seeing the progression with each Update. Auto attacks could use some work imo. MIght be just me, but does the human model just look..too small in this environment? The Orc model looks so good: the scale, it has noticable and distinguishing features, its an Orc so it fits the fantasy setting.. but the human model just looks underwhelming to me. Might be the scale of everything. But put an orc fighter next to a human one and I don't know how you pick human.
Intrepid shutting down all the doubters with Q&A and all the info provided after the fighter showcase. Feels nice, shows that they are not tone-deaf to community concerns.
Also, Keenan ninja looting the quest item twice is such a mood xD. I respect that.
I know most people know about 1 2 3 style of button layout but i wish more would put in BDO's button layout. Just so satisfying to play with. They sat down and thought how can we inprove this.
50:14 If attack speed can also boost ur abilities speed, how bout channeling skill? Does that mean the healer and mage need more attack speed to decrease their channeling time? lul
I really like the Swordmaster: Swiftness from the weapon's skill tree, It can create more potential if you practice using it at the right time.
Great showcase but in regards to quests, specifically quests like "collect 10 kobold teeth".
This by its very nature creates scarcity and conflict between players. If that is the intent, great. If not then please avoid these quests.
It creates bottle necks and dissuades grouping, which scales terribly with player density. Nothing is worse than 10 players all fighting for the same 5 mob respawns. Which in a game like Ashes, will lead to forced PvP or gatekeeping by larger groups.
Instead use these quests selectively when grouping is already encouraged (elite or dangerous mobs), and conflict between groups is encouraged or expected. This then also has the benefit of a risk vs reward, as a solo player or small group can gain far more rewards but at a much higher risk.
2:17:39 Let the game speaks for itself ππΌ ππΌ ππΌ
that skill so fu**ing gooooood, please come on sea server or global server first launch. so long time not feel hype wait mmorpg like this. love ur guys work.
loved all of it! love your direction and consistency to the style of game ur making. PvX!! Risk vs Reward! no pay for convenience let alone any p2w ever! can't wait for A2
I was hoping for the fighter to have situational or positional skills to reward tactical gameplay, and less of a chase-down single target monster.
The craft of the warrior is controlling others. Does anyone at Intrepid play tactical games or wargames?
Does the fighter have the tools to hold a position now?
No.
Does the fighter have the tool to hold someone down now?
No.
The designers are you, but I'm the one who has mained warrior all his life, has read about historical battles and strategy books.
The skills expression of the warrior is how he controls others using situational phenomenons and initiative.
-Alexander the Great. The hammer and the avil. The infantry with sarisas held the enemy (control). while the cavalry flanked (movement) and sandwich them.
-Leonidas and the 300. Battle of Thermopylae: Arrived early (initiative and movement), used shields in a choke point (control).
-Yi Sun Yi (Korean admiral). Battle of Myeongnyang: Intercepted (initiative, and movement) japanese ships in a chokepoint where the was a whirlwind (control)
-Hannibal. Started gathering army in the south of spain and created a snowball effect (movement/logistic). When the romans tried to stop him using the virtues of the Alps as a wall, he used the alps as a shortcut and went straight into disrupting (control) the roman activity in italic penninsula.
The figher is well covered in the movement/logistic department, but it lacks in tactical expression.
For what I've read from real life warriors that's the craft of the warrior.
Give Crippling strike some skill expression,
give the fighter something mid-range with hard impact like hard cc, to capitalize the right timing or right topography
give the fighter some situational and positional skills. The barbarian shouts in Diablo and the warriors shouts in Wow are a good reference.
Some form of displacement, knockback into wall would be sick.
'Thus the expert in battle moves the enemy, and is not moved by him.'
Sun Tzu
Warrior class has been my favorite since I was 13, and I play because because I like controling space and snatching initiative from my opponents by a goood timing or positioning. When I started playing World of Warcraft I started reading The Art of War to optimize my rogue and prot gameplay. Initiative, control and movent are the craft of the warrior and strategy is the science. The fighter needs at least one hard cc to have the agency ancient warriors preached a warrior should have. Ways to move the enemy around from bad position into worse. Cc to hold a good position or make a coordinated attack with a friend. That's the Way of the warrior according to Sun Tzun, Musashi and others. That's how ancient warfare was carried. That's why I play rpgs, battle arenas, tactical rpgs, strategy games as a warrior or other variant of offensive melee. I always attack from a superior position and holding superior iniciative (sensen no sen), I always put some deception into my gameplay, I have good reference for knowing who or where should put my crowd control, I plan my fights and I'm a good coordinator of men so I don't have to fight alone. Every strategy book talk lenghts about controling the situation, the zone or the enemy by direct or indirect method, and I think it's a shame a subclass of the warrior doesn't pack at least one hard cc to snatch initiative at the right moment, turn the tides of the battle or to make coordinated attack with another player.
i hope they offer unique and epic variations of HEAVY 2 HANDED sword art style and hope the warrior should SWING WITH TWO HAND NOT WITH ONE HAND TFS just like silkroad online please please. this would be probably my next mmorpg which i dont mind this late year or 2025… lastly i hope they wont create DAILIES THAT WILL force PLAYERS to have it AS OUR SECOND F JOB, dont forget the players who have full time jobs with 12 hour shifts!
Ui looks weird
I need this terribly rn lol
Ashes of Salvation! π
even if this game wont be perfect MMO i am glad i am back it up with my alpha 1 buy. we need more dev like those . i feel the alternative is terrible and most mmo coming up are really bad and cant survive more than few years
This feels amazing..
get me in this game!!
I gotta say, what I DON'T like about the fighter animations is the bright yellow light effect whenever he does an ability.
That reminds me more of a paladin or cleric type of class, not a fighter.
I think that the red-ish particles that are created for example with his third ability look way more fitting.
Red-ish is more in line with typical fantasy lore of things like blood frenzy, rage, berserker, etc. that are associated with fighters.
Also, as can be seen here at 25:22, I feel that the delay between the actual slash (the moment the sword hits the enemy) and the particle effect isn't a good thing.
I think that, if this strong of a particle effect has to be there for some reason, it should not be yellow-ish and shouldn't be delayed like that, but in my opinion, it should not be there at all. Just the sparks that are created by the friction of the sword hitting an enemy, maybe with a touch of red-ish particle effects, is enough I think. The way they did it at 27:57 is much better, though still a bit over the top for me personally.
I really think that, when it comes to particle effects, less is more. It feels more impactful that way since you can see the actual animation of the attack and can therefore more see (and "feel") your enemies getting hit by it.
I am really enjoying the ability visuals. Clear telegraphs the abilities and looks amazing.
The auto attacks seem really different from other mmos. It makes me think of quick, precise, and powerful blows. One moment you see the start of the swing, and it's finished. Makes me think of a really skilled warrior with impactful swings.
Warriors may be my least favorite archetype, but this has been my favorite showcase from Ashes so far!!
PVX:
I am excited about PvX. The reason is that you can always decide how to deal with other players. I am a big opt-in PvP player like in GW2. That said, when playing open PvP servers I like the fact that I can choose to kill mining and farming bots that destroy the resource markets. New World was a classic example of the mass effect of mining botsβ impact on the market value of resources. Not that you will eliminate them all but knowing they can be dropped and looted for resources is extremely nice. The last thing I want to see is an army of mining bots strip-mining an entire node barren of critically needed resources. If you, your guild, or citizens of a node can self-police your lands from bots all the better for the game's economic and social health. Using them as resource piΓ±atas when you roll up on them is going to be nice.
Also, PvX ups the fun and excitement factor. It forces solo players to hone their skills of evasion and stealth while traveling the lands. It also forces players to group up and work together. If you see one of your citizens getting PvPed in the node you will be more likely to jump in and assist.
If people cannot handle the risk-reward, then find another game. PvX does not mean 100% PvP everywhere all the time 24/7. It just makes the game feel more alive and truer to adventure, risk, and reward.
The game is looking better with each update. From the development update with the Fighter, combat is moving in the right direction. I cannot wait till all the class-based kits are flushed out like the fighters.
The revamp of the weapon trees is moving in the right direction. I appreciate that the weapon choices and your selections mean something and are not just a useless time sink that does not have an impact on your build. I would love to see different combat animation modifications based on selecting a top tear tree ability. Your base attack animation would change a bit depending on what you choose.
I appreciate that mana and momentum have an impact on how you play. Resource generation and management are skill-based and party-based. IN EQ2 and Wow burning through mashing high resource skills too fast can put you into a bad situation and impact your performance. Mashing buttons just on cool-down timer rotations is not fun after a while. Knowing you are fighting a mana-leaching class makes you approach a fight differently as a heavily mana-dependent class like a mage or healer.
The GW2-like condition stacking fighter bleeds to make it harder for the healing class to keep up with your dps output and have burn Mana reserves quickly is very nicely done. I like the GW2 condition effects have different effects. The fighter bleed staking impacting dps more if your target runs or moves. Being able to customize and theory craft is always nice. Having only one or two meta builds for every class is not exciting.
Combate is looking good. Combat animation for the Fight and Mage are looking great now. They visually look impactful crisp and clean now. No longer filling up the whole screen with flash bang effects that cover up your ability to see the fight.
The bleed effect on target needs work. I would also keep working on the AOE spikes that pop up from the ground. The effect itself look awesome but might need to work on the spikes.
Mage spell effects are so much better now. I just want the ball lighting effect is moving in the right direction but still needs work. I hate covering up mobs with slow moving visuals that cover too much up. The ball effect needs to look more transparent like a plasma globe. Blizard and cone of cold look greater now.
Keep up the good work.
When is this game releasing?
i don't even care about the combat, id be happy to just run around that world π²
Will beta keys be sold in the future??
The only 2 complaints i have, is the auto attack animations don't look very smooth imo. Then the thought of having to manage mana and a resource bar, seems very clunky and not fluid. Would like to see just a resource bar and do away with mana. Much like wow does with the Rage mechanic. Just a personal preference from myself though. Keep up the good work everyone!
game never coming out, they wasting so much time on faggy woke stuff.
In my opinion you are making significant mistake making combat so flashy. Players want hear steel cut the flesh not milion of particles around character. This will get tedious very fast.
you only know how to make bangers
Kudos on the tremendous Fighter showcase. I must say, each presentation keeps getting better and better ππΌ ππΌ Bravo on the work so far, it is paying off!
The fighter looks amazing π€© I think you are on the right track with each class to date. I thought the animations are amazing and the effects are just the right amount. I would like to see positional attack styles. For instance rush someone and hit them in the back for a trip, or use X attack on the side for an extra bleed or snare or weaken, you get the idea.
World environment – Spawn camps should be able to support at least a few groups attempting to complete quests in that area – Unless you design certain spawn camps to create conflict between players – Have NPC quest givers offer quests designed to go against other quest lines. Examples: Quest line that leads to killing a named mob vs Quest line to protect named mob. Or A quest line to eliminate Minotaurs and in doing so expands the undead territory. And vice versa with killing more Undead gives the Minotaurs more territory.
– On respawns would love to see an enemy Cleric / Shaman pop up out of a cave, from behind a tree or some other hidden place and resurrect the defeated enemies, instead of the respawns popping up out of thin air. And create class / mob specific resurrection animations, like the glorious one the cleric will provide players.
– I need submersion, I need to feel like the world around me is alive.
meow meow <3
Wow. Wow. Wow.
My alpha 2 key is waiting for the call. Letβs goooooo
subscription? No thanks
badass demo of the fighter
If youre doing a challenging raid and you wipe does everyone lose exp and go down a lvl?
I was overall very impressed with the showcase for the fighter. I thought most of the animations and particle effects were very well done for still being in development. I hope you guys will continue to touch up on the animations and particles in the future. To me the auto attacks felt lacking, but that may be because they are just simply auto attacks. There wasn't really any flair to them, but again it's probably meant to look more basic since they aren't abilities.
I think some of the skills could use some tweaking, perhaps. The momentum spending short dash for one. Maybe you could have it differentiate between two different animations. If it isn't connecting with a player, it's just a dash, if it does connect with the player it's that dash with the slash. I feel like there should be a lot of subtlety in the skill differences, if possible. Like I mentioned with the ranger showcase update for example. Having the backflip have different animations depending on movement input. I think these kinds of things being universal would add a lot of polish and refinement to the classes as you guys continue to develop them.
Of course I know this is still in development, this isn't the final product and I am hoping that the combat and feel of the classes will only further improve and skyrocket in the future. As you know arguably one of the biggest things to get right in an mmo so I just keep repeating myself in saying I hope you guys truly do continue to develop it, polish, add more, and really make it feel great. So far it's definitely a great leap forward in the right direction, continuing to tweak movement, attack animations, etc is something I hope to see more of. To me the movement that you go through when running around looks quite…basic. There's no momentum, no…'weight' in how people move? No weight to the character's actions. Players shouldn't just full stop when they stop holding W, etc. Maybe add in some lean? When a character stops maybe they can skid to a halt if sprinting. Movement feel and the fluidity of the dodging, etc is something I'm also keeping an eye on and hope you guys continue to touch up.
Keep up the amazing work.