Endgame in Ashes of Creation



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Ashes of Creation is an open world MMORPG set in a fantasy environment where you can choose different classes and races to adventure through with your friends. Intrepid Studios is the developer behind the game. They’re technically an indie studio, but their creative director Steven Sharif has a clear vision for his video game: Massively Multiplayer Role Playing Game. He wants to put the massive back in MMO. Exploring dungeons, griding for gear, crafting armor/weapons, learning new spells, and competing in large scale PvP battles. High end PvE such as raids will mainly occur in the open world. Bosses will spawn and roam through the land. Are YOU ready to enter the world of Verra?

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38 thoughts on “Endgame in Ashes of Creation”

  1. Freeholds are a joke. Everyone wants a Freehold, very few accounts will ever see a Freehold. Large guilds and their satellite guilds will control every level 3 node and higher. Large guilds MUST control every Freehold on their node and every level 3 and higher node in their zone of influence. If your guild is not controlling the Freeholds, then the best processed goods are going to your enemy. Only level 3 (village stage) and higher can have Freeholds. Only about 2/3 of all nodes on a mature server will be level 3 and above. Very few guild member accounts on any server will ever see a Freehold. Steven designed this game for large guilds from day one. This game is not for everyone.

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  2. I keep saying WoW did a lot for the mmo space AND a lot of bad…wish there was a way to DE-Wow people….ughh.
    The person who introduced me to Everquest way back in the day…her end game was sitting in her stall, talkimg to people in the market and selling stuff…no lie. That was it..it was crazy to watch. But everyone knew her and she made big Bank!

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  3. My day-to-day would probably be crafting and ideally node mayor related stuff, while the overarching endgame would be participating in the political pvp of my node vassal system, be that just caravans and anti-PKing protection or sieges/wars/etc,

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  4. My end game will be traveling the whole world, with my guild and finding world bosses and dungeons, help with transporting caravans to make extra money, and being a guild for hire.

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  5. Until 8:40, it's the only good answer. Yeah just like every day pvp and social stuff are obvious. But you can feel so much the World of warcraft players, it's so boring and predictable. They are hard theme park players, they will leave fast as those players left New World after the leveling. We know well NW isn't the best game, but ppl needing a guideline and not seeing the endgame is the social game, will leave the game very soon. This time of everything happening right, it's not an solo game. It's about networking, guilds/nodes, and conflicts. Obviously also toxic ones because you should love them. If not for real, play something else

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  6. I doubt I would have one style of endgame, I will probably have a different set of things for each character. One where I do just pvp, one helping as paladin in a religious node, another where I do Caravan runs dressed as a farmer with mediocre gear. So many possibilities.

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  7. My favorite endgame is where there are no instances and guilds fight over open world spawns on server resets. The game needs to be designed to have plenty of bosses in various locations. P99 is the best at it right now but looking forward to Monsters & Memories.

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  8. Its indeed a good question. Endgame will most likely be running dungeons/killing bosses over and over and over and over and did i say over yet? again to get materials to upgrade your gear like +10 +15 +20 or wherever they go with it. I ll take a wild guess that this will take a good while. Aside of that pvp wise it will be node wars. Since AoC has such an evolving map which never stops evolving depending on players actions i think that will be a huge element of endgame also. For some players economy will be endgame too like competing or becoming the richest player of the server.

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  9. It is very difficult to define exactly what "end-game" would be, because the etymological use of the word and its applications and uses have totally different meanings, in etymological usage, end-game would be the "wall", that moment in which , if the player wants to go through it, they will be challenged to do so, in contrast to the early game/mid game, where their function is to introduce you to the game and make you progress during the early/mid game to face the wall .

    The end-game is the reason you went through everything in the early/mid game, it's where you are tested, your learning, your "grind", your intelligence, coordination, and everything else, there's no way to talk about end-game. game without talking about the early game, as it is a linear race of learning, journey and final "villain". Of course, this is referring to the PVE aspect of an MMO, but (again), this is limited to the etymology of the word's original meaning; therefore, common usage refers to the end-game as a Loop, repetitions of the same actions, for a common object, ''progression", and, come to think of it, the early/mid game is also a progression, but, it is of a progression of phases, and states, generally (in common usage), end-game progression is about doing the same thing, with the goal of becoming stronger at it and in turn doing it more efficiently. ; Of course, this is the common term, but, in the end, the essence is the same, however, in the common term, the preparation takes place through the repetition of the content, and not through the journey. in cutting beef, when he first cut pork, before that chicken, before that vegetables, and so on, in the other example, he gains experience in cutting beef meat, by cutting (right away), the same meat over and over again, we see that the first one can also have the experience of repetition, but the previous experience has more impact, because you don't prepare yourself to Defeat X raid boss and become better, but rather, you prepare and become a better player in the game in general, not just in a content aspect.

    All of this refers to PVE, of course, in relation to PVP, I don't think there is an end-game if not the Ranks, PVP leveling is more about something of the mindset than an XP bar, therefore, the journey of PVP is totally mental, a PVP player can go straight to the end-game if he is already good and understands what a keyboard, fingers, brain and your class can do in game; Of course, that's in my personal terms, but, in common sense terms, the "end-game" PVP would be about rankings, ranks, classifications, you being better because of an rbg pixel on the screen, the pvp progression is more about Finger and mindset, as said, and the rank manifests itself in this (although not every rank implies skill, lol)

    Regarding the professions of an MMO, I think that their end-game is not related to them per se, but, for their purpose, the professions must match the player's level, what he can craft based on his profession level, recipes (if the raid boss or dg drop), and preparations in general, the profession must reflect the time the player dedicates (level), and the power the player has (market, and recipes or things in general unlocked by defeating such boss or do such an achievement/quest whatever).

    In this sense, the perfect "end-game", in an "empirical" matter, would be very subjective, but the entire end-game would have to be a "proof" of the players' learning, there would be no way to escape this (in logical terms, as presented), whether Ashes will be able to innovate this, bring a feeling of satisfaction for learning the game, only time will tell.

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  10. For me ashes end game will probably revolve around freehold stuff through the app, so i hope they still plan on keeping that function at launch. I plan on focusing all my effort into husbandry with my guild so being able to pump out animals 24/7 without having to log in while im at work would be fantastic

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  11. The node system. Taking over new nodes and leveling them up to discover more content. Then devs adding and changing the content in said nodes over time. It's the perfect loop.
    Constantly changing world is the key. No permanent dungeon and raid locations we are stuck doing for 10 years. Every node should be completely different 5 years from launch state.

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  12. Excellent video as always, thanks Doc.
    I think AoC will bring entirely new dimension and depth to the very idea of "End Game". Methinks that even with all the open development and showcasing/sharing Intrepid is doing, we're still only seeing the tip of a massive iceberg. I think Vl'Hadus sees that the best.

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  13. Py'Rai will have an unarmed head butt attack that staggers their opponents and does physical piercing damage.
    I might just think that cause I'm a Py'Rai and I want something to compensate me for having to wear horns…
    Cause if there's no benefit to looking like a Deer, I'm going to grind them off like Hell Boy !

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  14. We have a saying in Albion Online that Gatherer's, or "lifeskillers" are just as important to a game as the PVPers. If you don't have gatherer's then you don't have gear for PVPers to use. Gatherer's set themselves up in such a way to be able to flee if a PVPer approaches them, but they always know at one point they'll get caught. But that only fuels the market, and they are ok with that, at that point it's sort of a transaction. It makes the world go round and I really hope to see Ashes become that Gatherer/PVP, transactional environment of gameplay. I love seeing the two work together to fuel an economy instead of hating on each other.

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  15. Many people seem to speculate that a lot of the games endgame will come from player interaction, mostly PvP and node sieges and stuff.

    I wonder if there will be servers, or at least regions on servers, where the node progression stagnates and there aren’t any node wars for months or years at a time.

    In this hypothetical scenario, I’m curious what most of those players’ endgames would look like.

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