EP: 39 Steven Sharif: Ashes of Creation's Freeholds, Resource Bags, & More | Tangents of Creation



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Get ready for an exciting episode of Tangents of Creation! This time, we’re joined by a very special guest – Steven Sharif, the mastermind behind Ashes of Creation. As we delve into an in-depth discussion about the game’s intriguing features, we unravel the intricacies of the Freehold system, Resource Bags, and much more.

In the first part of the episode, we delve into the Freehold system, discussing its exclusivity, accessibility, and strategic gameplay it offers. But what’s more interesting is that we do this with the creator of the system himself, Steven Sharif, providing his unique insights and justifications.

Next, we venture into the game’s inventory management – the newly introduced resource bag system. We examine its functionality and how it influences gameplay. It’s a riveting discussion where Steven shares the thought process behind this ‘Tetris-like’ system versus the traditional weight or encumbrance system.

Don’t miss this episode packed with insights and an exclusive peek into the mind of a game creator. Whether you’re a seasoned player or just a curious observer, this episode offers an enriching dive into the world of Ashes of Creation.

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Experience the excitement of Ashes of Creation with “Tangents of Creation” – your premier source for Ashes news, analysis, and speculation.

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What are Ashes of Creation? Ashes of Creation is a unique take on the MMO experience. Our world structure is dynamic and built to react to the actions of our players. Cities will rise and fall, their populations based on the history of the world as the players create them. Quests will unlock as these populations gather, their needs grow, and secrets are unlocked. As the world’s NPC structure is established in real time, players can destroy what they’ve created, paving the way for new development, populations, and real change. Political strife and intrigue will play a genuine role in the structure of your world. Gone are the days of static worlds, change is here to stay! Risk Vs Reward All across Verra, you can experience massive warfare, participate in epic trade caravans, and gather valuable components to craft exquisite items. Not only will your fellow players be your adversaries; the creatures of the land and the very environment will pose a constant and fresh challenge. Will you siege castles to become royalty, defeat other guilds to showcase your prowess, shape the marketplace by being a successful trader, or earn renown by developing your artisan crafting skills? This is your story, you tell us! Ashes Of Creation is a western made Sandpark MMORPG that’s focused on a strong mix of both PVP and PVE content including Castle Sieges, Node Sieges, Caravan PVP, Dungeons, Raids, Both Open World And Instanced, World Bosses, Player Housing, 9 Different Races, 8 Primary Classes, Sailing all tied together by the games unique Node system and not ruined by p2w thanks to a no box cost sub fee business model.

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35 thoughts on “EP: 39 Steven Sharif: Ashes of Creation's Freeholds, Resource Bags, & More | Tangents of Creation”

  1. Honestly, I get why people are saying what they are about freeholds since a lot of us mmo players are getting older with less time on our hands, but for me it is spot on. It should be an accomplishment!

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  2. It was a nice moment
    I think the reason we got in love with this project is that we really feel it is made by a Mmo player who really understand the genre and has a clear vision

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  3. I loved you fangirling in the beginning! This was a very special spontaneous stream. One i will not forget. Steven is a very special person to have as the captain of this ship. I'm so glad the community finally is getting what we deserve. A game that will have the longevity and promise of great gameplay and another great adventure.

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  4. Meaby Steven told that or somewere else was posted but i havent see anything about this…when u finaly get a Freehold is there a rent or something else u need to keep pay/have or something or at the end if u are not be able to provide u lose it???

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  5. Was sort of hoping freeholds would be something we can achieve with hard work and then play out our processing artisan classes but it looks like you are definitely going to need either a large family or a large guild involved in some way not only for acquiring one but for keeping one. On paper they look like they are going to be a very volatile commodity so I hope they add public processing buildings for nodes so people can work on processing artisan classes regardless of whether they own a freehold or are in a big guild/family.

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  6. Having these various levers be data driven also means they could try different options on different servers simultaneously during Alpha 2 and see which one is better. Having many different testbeds trying different things means they can iterate super quick to find what works. They would need to make sure feedback doesn't get mixed signals. If one server requires much more XP to level up a Node, people on that server may complain about Node leveling taking too long, but players on other servers may be saying it feels great, or if one server opens up more Freeholds simultaneously and the other is more limited. Organizing the feedback becomes key.

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  7. I really hope tank and support roles get a lot focus to make them fun to play. Some MMO's fail to do that. They should be rewarding to play and you should feel improvement as you progress. Especially considering the responsibility that comes with those roles.

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  8. Hoping this one is different, Ive not really had an amazing experience in a mmorpg games since starwars galaxies and that launched in 2003 lol.
    20 years later im actually still waiting for a game that can give me even 50% of what galaxies had to offer…I have heard the crafting in AoC will be similar to swg which gives me a bit of hope.

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  9. One thing I hope they keep is the idea of loyalty tiers, and your node citizenship being the highest tier.

    Perhaps this idea can be utilized to ensure that pure guild mass is not the main driver behind any individual player progressing in their chosen domains. Maybe node involvement is more powerful?

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  10. I am still not convinced in Steven's explanation about the level requirement for freeholds. While he is right that a game with vertical progression will inevitably lead to level-rushing, the question is "How can we minimize rushing? What are we willing to exclude from low-level players at the expense of their fun? What is our justification for that exclusion?"

    Why lock at level 50, specifically? Yes, the progression of nodes and the systems of decay will always allow for purchasing opportunities, but why even create that restrict before lvl 50? People will not think that far ahead. Once they know they can get a freehold, they will want one and level-rush for it. Unless there is a more specific, mechanical, gameplay logic for these restrictions, I do not agree with an arbitrary cap that stops new players from getting something cool. There will already be hurdles for the player to jump through to obtain a freehold: quest completion, payment, taxes, resources. And on top of all that, do they really have to reach a lvl min too?

    If there IS a mechanical reason for level restriction, could there be a compromise? Maybe min level requirement could scale with the stage of the node. If you're in the ZOI of a village, you need to be lvl 20. If you're in a metropolis area, lvl 50.

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  11. Thanks guys and thanks steven. Since the last livestream i am daydreaming about AoC almost every hour of the day.
    Gosh i am so happy that a game like AoC is in development and gives hope for the future of MMOs and gaming

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  12. Steven is so fucking awesome for interacting with the community in this sort of way. I can't think of any other developers that do it so spontaneously. It really makes for such a positive environment. I wish he was my boss, lmao.

    Reply

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